Ripping out my hair - simple basic one?

Guys

I am slowly going mad here.

Correction - quickly going mad.

Hopefully you can help.

I have now created a simple model to test things out and it just isn’t working as I think it should.

Please see the following

www.cadfem.com/ogl4.gif

Basically when I turn on glEnable glcDepthTest the view is exactly “backward” to what it should be.

Its almost like the depth test is working the wrong way round.

The code below is basically all that I am doing (except for passing in the rotation ngle)

I have no views set up etc, but I assume that the default view is looking down the Z axis. I.E -Ve Z

Any ideas???

I KNOW its going to be a Homer Simpson - Doah! but I just cant see whats wrong

Many thanks for any help

Julian (going bald) Holt

================================================================
'Basic OGL setup stuff

glClearColor 1, 1, 1, 0

glFrontFace ffCW 'Fwiz.wiz orders polygons as CW

================================================================
\pLOT A CUBOID
glNewList part_list2, lstCompile

    glBegin bmQuads
        For lngPolygon = 0 To glngNumPolygons
        
            glColor3f 0, 0, 1: glVertex3f 0, 0, 0
            glColor3f 0, 0, 1: glVertex3f 0, 0.5, 0
            glColor3f 0, 0, 1: glVertex3f 0.5, 0.5, 0
            glColor3f 0, 0, 1: glVertex3f 0.5, 0, 0
            
            glColor3f 1, 0, 0: glVertex3f 0, 0.125, 0.5
            glColor3f 1, 0, 0: glVertex3f 0, 0.375, 0.5
            glColor3f 1, 0, 0: glVertex3f 0.25, 0.375, 0.5
            glColor3f 1, 0, 0: glVertex3f 0.25, 0.125, 0.5
            
            glColor3f 1, 1, 0: glVertex3f 0.25, 0.125, 0.5
            glColor3f 1, 1, 0: glVertex3f 0.25, 0.375, 0.5
            glColor3f 1, 1, 0: glVertex3f 0.5, 0.5, 0
            glColor3f 1, 1, 0: glVertex3f 0.5, 0, 0
            
            glColor3f 0, 1, 1: glVertex3f 0, 0.375, 0.5
            glColor3f 0, 1, 1: glVertex3f 0, 0.5, 0
            glColor3f 0, 1, 1: glVertex3f 0.5, 0.5, 0
            glColor3f 0, 1, 1: glVertex3f 0.25, 0.375, 0.5
            
            glColor3f 1, 0, 1: glVertex3f 0, 0.125, 0.5
            glColor3f 1, 0, 1: glVertex3f 0.25, 0.125, 0.5
            glColor3f 1, 0, 1: glVertex3f 0.5, 0, 0
            glColor3f 1, 0, 1: glVertex3f 0, 0, 0
            
            glColor3f 0.7, 0.7, 0.7: glVertex3f 0, 0.375, 0.5
            glColor3f 0.7, 0.7, 0.7: glVertex3f 0, 0.125, 0.5
            glColor3f 0.7, 0.7, 0.7: glVertex3f 0, 0, 0
            glColor3f 0.7, 0.7, 0.7: glVertex3f 0, 0.5, 0
                            
        Next
    glEnd

glEndList

===========================================================================
\RENDER

  glClear GL_COLOR_BUFFER_BIT Or GL_DEPTH_BUFFER_BIT Or GL_STENCIL_BUFFER_BIT

glPolygonMode faceFront, pgmFILL

glPushMatrix
    glRotatef angleY, 1, 0#, 0#
    glRotatef angleX, 0#, 1, 0#
    glCallList part_list2
glPopMatrix


SwapBuffers pbOGL.hDC

===============================================================================

Got it, AND its a Doah!!!

By default the viewing point is 0,0,0

All my polygons were +Z and therefore BEHIND the viewer.

Simple