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 > ------------------------------------------------------------------------------ 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