Re: Depth buffers and GLSL

Alejandro Segovia <[email protected]>
Newsgroups gmane.comp.python.opengl.user
Message-ID <CAAXrc9MihCDCvtb85oKtKvikRjTgX-COxcgiqryH1BnQ_Mzi0w@mail.gmail.com>
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 <[email protected]>

> 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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Cloud computing makes use of virtualization - but cloud computing 
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