Hi, I have a Sphere that I created with
glutSolidSphere, and on that sphere there is some cyllinders that I put on it, however when I rotate the entire object the Cylinders show up at all times, even when they should be “behind” the sphere, you can see them through the sphere…How do I stop it from doing this?
I tried
glEnable(GL_CULLING);
glCullFace(GL_BACK);
and of course, make sure you’ve allocated bits to it via the pixel format call or in case of GLUT, with the GLUT_DEPTH call in your glutInitDisplayMode()
Hi I didn’t have the GLUT_DEPTH in there, but I had everytyhing else…
now that I added GLUT_DEPTH my Linux is giving me the same problems as the Windows one is.
its probably some dumb mistake, I just cant find it.