Re: Depth buffers and GLSL
Ian Mallett <[email protected]>
| Newsgroups | gmane.comp.python.opengl.user |
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| 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? ------------------------------------------------------------------------------ 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 [email protected] https://lists.sourceforge.net/lists/listinfo/pyopengl-users