[PyOpenGL-Users] Depth problem
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From: Prashant S. <ani...@ya...> - 2008-04-17 18:34:30
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I am creating a 2D application using pyOpenGL. Here is the init function: glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) glEnable(GL_TEXTURE_2D) glEnable(GL_LINE_SMOOTH) glHint(GL_LINE_SMOOTH_HINT, GL_NICEST) glClearColor(0.5, 0.5, 0.5, 0.0) # This Will Clear The Background Color To Black glDepthFunc(GL_LESS) # The Type Of Depth Test To Do glClearDepth(1.0) # Enables Clearing Of The Depth Buffer glEnable(GL_DEPTH_TEST) # Enables Depth Testing glShadeModel(GL_SMOOTH) # Enables Smooth Color Shading glMatrixMode(GL_PROJECTION) glLoadIdentity() # Reset The Projection Matrix gluOrtho2D(0,640,480,0) #This is to make (0,0) at Top-Left glMatrixMode(GL_MODELVIEW) Everything I am drawing with 'z' less the 1.0 is visible. If I am drawing something where 'z' is greater then 1.0 it's not visible. Although I am creating a 2D application but still I need to maintain a depth of my sprites. The sprites are basically a rectangle with some points and text written on it. For this purpose I am thinking to draw every sprite and it's related content between a fix depth, say between 1.0-2.0. Next one will be 2.1-3.0. This way when I drag the sprite they will properly over lap another one. But some how things are not working here. Badly need some tips or suggestions. Cheers ____________________________________________________________________________________ Be a better friend, newshound, and know-it-all with Yahoo! Mobile. Try it now. http://mobile.yahoo.com/;_ylt=Ahu06i62sR8HDtDypao8Wcj9tAcJ |