this is my first time posting here, but I’ve been reading your on going discusions with much interest recently. Pleased to intoduce myself.
My question is only slightly above the beginners level I think, but I’m going to go with it anyway:
I’m well into writing a world, and it has been going okay… the program works prefectly when I use glut functions.
However now I am trying to port the same code to win32, and basically the program works fine, except I can now see some platforms straight through the walls and ceilings. Any ideas why? It’s really starting to get to me now!
Did you enable Depthtesting? Since you haven’t made any changes to the engine (at least you didn’t write that) and I don’t know anything about glut (maybe it enables depth testing by default) I would assume that you have to enable depth testing with glEnable( GL_DETPH_TEST ). However, you will probably already be doing that…
the walls don’t flicker at all, aside from the occasional transparency, the world works beautifully, I was really pleased with myself
I am building areas into display lists, and it appears that the quads are displayed in the order they are entered into the list, reguardless of depth. This is where I show how naive I am: But is this because the depth test can’t happen once an image has been compiled into a list? - I hope not.
As for the nearZ and farZ, I’ll check when I get home from work this evening.