I an using an NSOpenGL view in OS X and drawing works perfectly except, it appears as though the Depth Buffer is not there, and I really mean NOT THERE.
I call glEndable(GL_DEPTH_TEST), however, objects are displayed in front of each other based on their draw order.
I have gone so far as to setup my own pixel format setting NSOpenGLPFADepthSize = 32 bits and re-initializing the NSOpenGLContext with my pixel format. This seems to have to affect.
Do I need to set something with the NSOpenGLContext? and if so, what and how?
Find my problem in a post back on 05-12-2000. I was setting up my pixel format wrong!
for some reason when I read the docs on how to set the pixel format attributes, I thought every attribute had to have a corresponding value. Wich is WRONG. The boolean attributes only need to be put in the attribute list.
so basically:
NSOpenGLPixelFormatAttribute attribs[] = {NSOpenGLPFAAllRenderers,NSOpenGLPFADoubleBuffer,GL_FALSE,NSOpenGLPFADepthSize,32,0};
is WRONG!
and:
NSOpenGLPixelFormatAttribute attribs[] = {NSOpenGLPFAAllRenderers,NSOpenGLPFADepthSize,32,0};
is CORRECT!
Works great now!
Find my problem in a post back on 05-12-2000. I was setting up my pixel format wrong!
for some reason when I read the docs on how to set the pixel format attributes, I thought every attribute had to have a corresponding value. Wich is WRONG. The boolean attributes only need to be put in the attribute list.
so basically:
NSOpenGLPixelFormatAttribute attribs[] = {NSOpenGLPFAAllRenderers,NSOpenGLPFADoubleBuffer,GL_FALSE,NSOpenGLPFADepthSize,32,0};
is WRONG!
and:
NSOpenGLPixelFormatAttribute attribs[] = {NSOpenGLPFAAllRenderers,NSOpenGLPFADepthSize,32,0};
is CORRECT!
Works great now!
mac os x has been in beta for a long while now. mac os x dp4 has been out for a few months. and mac os x Public beta is coming out sept. 13th
in dp4 you have access to opengl.