Re: [PyOpenGL-Users] Depth buffers and GLSL
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From: Alejandro S. <as...@gm...> - 2012-02-24 20:17:50
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Dear James, It seems to me that you should trying creating your window _after_ having initialized GLUT, otherwise your GL configuration is being set before having an actual OpenGL Context. Hope this helps. Alejandro.- 2012/2/24 James Gao <ja...@ja...> > I did try to write to gl_FragDepth, but it had no effect... Here's some > trimmed test code: http://pastebin.com/YD9pu0TU > Basically, I draw two planes -- a red one fairly close, and a blue one > that should be completely occluded by the red plane. As you can see in the > demo though, the blue one still gets drawn on top of the red one... > > > On Fri, Feb 24, 2012 at 7:43 AM, Ian Mallett <geo...@gm...> wrote: > >> On Fri, Feb 24, 2012 at 6:03 AM, James Gao <ja...@ja...> 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? >> > > > > ------------------------------------------------------------------------------ > Virtualization & Cloud Management Using Capacity Planning > Cloud computing makes use of virtualization - but cloud computing > also focuses on allowing computing to be delivered as a service. > http://www.accelacomm.com/jaw/sfnl/114/51521223/ > _______________________________________________ > PyOpenGL Homepage > http://pyopengl.sourceforge.net > _______________________________________________ > PyOpenGL-Users mailing list > PyO...@li... > https://lists.sourceforge.net/lists/listinfo/pyopengl-users > > -- http://alejandrosegovia.net |