Re: Depth buffers and GLSL

James Gao <[email protected]>
Newsgroups gmane.comp.python.opengl.user
Message-ID <CAH6daNyVA2gpi-tQHJGu9nSSqtJ4pspUt2OJZBaUH0dxvMZOBg@mail.gmail.com>
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 <[email protected]> wrote:

> 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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