Re: Depth buffers and GLSL

James Gao <[email protected]>
Newsgroups gmane.comp.python.opengl.user
Message-ID <CAH6daNyUBMSxUHd-dxsMzKoa-6bGP4Pc+iFG9j2S5nAHW545Ow@mail.gmail.com>
Well, it seems that I've solved my own problem! I turns out that I had a
very subtle bug in my perspective function, and it was giving me incorrect
values for the projection. Hence, the depth buffer was active and working,
but the depth values were incorrect, which is why it appeared that the
depth buffer wasn't running...

On Fri, Feb 24, 2012 at 5:03 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?
>
> Thanks in advance!
>
> -James
>

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