I don’t really understand your message, but heres what i think your problem is.
It depends on the order you specify your vertices for your polygons. If you specify the vertices in a counter-clockwise order, your polygons will be back facing. Clockwise wound polygons are front facing.
I don’t know what happens, but sometimes my Counterstrike depth test stuff gets mixed up. I’m then really THE winner, because I can see all rendered Clusters completely, including the ones that would be hidden behind a box etc. I’m then the headshot master, since I know where the next head will pop out…
[This message has been edited by Michael Steinberg (edited 04-21-2001).]
could be possible that caused by a buggy driver you lost doublebuffering… dark_brood, friend of me had one time the problem that everything whas rendered into front buffer directly… like that he could see every ****ing triangle drawed… drivers can do much funny stuff you never thought bout it
is the problem now all the time or just appearing after coding or something? if it dont move away i would switch the driver… i wish you the best
I have similar problem on my Voodoo Banshee
There are something wrong when glSwapBufer() is called. Its work don’t good. And i minimize it’s call as its possible. May be its your problem too?