On Fri, Feb 24, 2012 at 6:03 AM, James Gao <james@jamesgao.com> wrote:
Sorry for spamming the list, but I've seem to find another problem with my code. I can't seem to get depth test to work. I've checked all the usual suspects -- glEnable, glut is allocating the depth buffer. I'm using almost exclusively glsl 1.1 (no fixed function commands) -- is there something I must do in the shaders themselves in order to get depth test to work?
You can write to gl_DepthCoord, but typically this is implicitly done as glFragCoord.z.

Can we see code?