So, I've rendered an engine. I've uploaded the pictures here: pictures. The casing is supposed to cover up the internals of the engine. The top is a front view, and in the lower two pictures I've rotated the engine clockwise, as you look from the top.
I'm using shaders, and I suspect I have a problem with the depth buffer and depth testing. l don't really understand how the shaders interact with the depth buffer. What I'm doing now is setting gl_FragDepth to gl_Position.z/gl_Position.w.
I also suspect that the problem may be caused by face culling, though I turned that off...
Any help, or just a pointer to something that describes how shaders and the depth buffer work would be great.