Re: Depth buffers and GLSL

Ian Mallett <[email protected]>
Newsgroups gmane.comp.python.opengl.user
Message-ID <CAG4NV=srR0-5HLdg=uE=rXWK+9_Fx5U8yH_RiUiAGku8vFmbAA@mail.gmail.com>
On Fri, Feb 24, 2012 at 6:03 AM, James Gao <[email protected]> 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?

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