Orbiting spheres, sometimes in front, sometimes behind

I’m starting to feel stupid for not being able to solve this problem, but I can’t even find any guide or tutorial on google from someone trying to do the same thing, even though it seems very simple. You guys helped me so good last time , though… I hope you can help me just one more time.

I have two spheres. One is stable (big yellow sun) and the other a small blue one (planet) that is supposed to orbit the sun. I have a rotate function and I translate the blue one away from the sun center so that it will orbit the sun. I enabled DEPTH_TEST and depending on whether I choose the function DEPTH_FUNC(LEQUAL) or DEPTH_FUNC(LESS), the blue one will constantly appear in front of or behind the yellow one. No matter how I translate or change the rotation it will not do what I want it to. Which is a proper rotation where, if viewed from the front: if for example going from left to right it’s behind the yellow one, and from right to left in front of it, so that it’s actually orbiting.

Relevant code in initialisation:


glClearDepth(1.0f);
    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LESS);

Display function:


 /* Draw background. */
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 
    
    
    /* Instructions. */
    glColor3f(1.0, 1.0, 1.0);
    printText(-200, 340, "Click left to start motion, click right to stop motion");
    glScalef(1, 1, 0);
    
    glPushMatrix();                 /* save start matrix */
    
    glPushMatrix();                 /* save start matrix again */
    
    glColor3f(1.0, 1.0, 0.0);
    glRotatef (angleSun, 0.0, 1.0, -1.0);  /* rotate sun */
    
    awSphere(0, 0, 50);                     /* draw sun with self made sphere function (which works, as long as i don't mess with perspective) */
    glPopMatrix();                  /* get start matrix, forget about sun */
    
    glRotatef (angleSun*2, 0.0, 1.0, 0.0);  /* circle planet around sun*/
    glTranslatef (80,0,0);   /* translate from sun center  (Tried a lot of values for x, y and z here)*/
    
    glPushMatrix();                 /* save position of planet */
    
    glRotatef (angleSun, -0.3, 1.0, 0.0);   /* rotate planet itself */
    glColor3f(0.0, 0.0, 1.0);
    awSphere(0, 0, 25);             /* draw planet */
    glPopMatrix();                 /* get position of planet */
    
    glPopMatrix();                  /* get start matrix, forget previous */


    
    
    /* Swap output buffer. */
    glutSwapBuffers ();
    
    rotate(); /* A function to update the angleSun value */

If any other code is necessary, please let me know.

Just for example, these two pictures should alternate.
[ATTACH=CONFIG]291[/ATTACH][ATTACH=CONFIG]292[/ATTACH]