# OpenGL OpenGL Drawing Polygons

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I am writing a small prototype clone of Space Invaders for my OpenGL class and am having trouble drawing the ship model using Polygons and Quads. I have XYZ vertexs in Ship_Verts, and I have in Ship_Edges, the set of Vertices needed to draw that particular polygon. The problem is I have to draw each polygon in the order from farthest to nearest one. Or else If i draw a polygon that is suppose to behind another then it will overlap it. I tried setting the normals,so that the polygon faces just one direction but that won't didn't help. Is that the only way i can do it, setup to draw each polygon from farthest to nearest?
[SOURCE]
#include <windows.h>
#include <gl/gl.h>
#include <gl/glu.h>
#include <gl/glut.h>

float Ship_Verts[16][3] = {{-1,1,-1},{-1,0,-1},{-1,0,1},{-1,1,1},{1,1,-1},{1,0,-1},{1,0,1},{1,1,1},{-0.5,0.5,1},{-0.5,0,1},{-0.5,0,1.5},{-0.5,0.5,1.5},{0.5,0.5,1},{0.5,0,1},{0.5,0,1.5},{0.5,0.5,1.5}};
int Ship_Edges[11][4] = {{3,2,1,0},{3,2,6,7},{0,4,5,1},{7,6,5,4},{0,3,7,4},{11,8,9,10},{11,10,14,15},{15,14,13,12},{9,13,14,10},{8,11,15,12},{8,12,13,9}};
int Ship_Norms[11][3] = {{-1,0,0},{0,0,1},{1,0,0},{0,0,-1},{0,1,0},{-1,0,0},{0,0,1},{1,0,0},{0,-1,0},{0,1,0},{0,0,-1}};
float Ship_Colors[11][3] = {{0,1,0},{1,0,0},{0,1,0},{0,1,1},{1,1,1},{1,1,.5},{0,0,1},{0,0,1},{0,0,1},{0,0,1},{0,0,1}};

/* A general OpenGL initialization function.  Sets all of the initial parameters. Taken from Nehe.Gamedev.net */
void InitGL(GLsizei Width, GLsizei Height)	// We call this right after our OpenGL window is created.
{
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);	// This Will Clear The Background Color To Black
glClearDepth(1.0);				// Enables Clearing Of The Depth Buffer
glMatrixMode(GL_PROJECTION);
glLoadIdentity();				// Reset The Projection Matrix
gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f);	// Calculate The Aspect Ratio Of The Window
glMatrixMode(GL_MODELVIEW);
}

//Resize Function, taken from Nehe.Gamedev.Net
void ReSizeGLScene(GLsizei Width, GLsizei Height)
{
if (Height==0)				// Prevent A Divide By Zero If The Window Is Too Small
Height=1;

glViewport(0, 0, Width, Height);		// Reset The Current Viewport And Perspective Transformation

glMatrixMode(GL_PROJECTION);
gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW);
gluLookAt(10.0 , 10.0, -10.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
}

//Draw Ship
void draw_ship(void)
{
glColor3f(1.0, .5 , 1.0);
for(int a = 0; a < 3; a++)
{	glBegin(GL_POLYGON);
glColor3fv(&Ship_Colors[a][0]);
glNormal3iv(&Ship_Norms[a][0]);
glVertex3fv(&Ship_Verts[Ship_Edges[a][0]][0]);
glVertex3fv(&Ship_Verts[Ship_Edges[a][1]][0]);
glVertex3fv(&Ship_Verts[Ship_Edges[a][2]][0]);
glVertex3fv(&Ship_Verts[Ship_Edges[a][3]][0]);
glEnd();
}
}

void drawScene(void)
{
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(1.0, .5 , 1.0);
for(int a = 0; a < 11; a++)
{	glBegin(GL_POLYGON);
glColor3fv(&Ship_Colors[a][0]);
glNormal3iv(&Ship_Norms[a][0]);
glVertex3fv(&Ship_Verts[Ship_Edges[a][0]][0]);
glVertex3fv(&Ship_Verts[Ship_Edges[a][1]][0]);
glVertex3fv(&Ship_Verts[Ship_Edges[a][2]][0]);
glVertex3fv(&Ship_Verts[Ship_Edges[a][3]][0]);
glEnd();
}
glutSwapBuffers();
}

int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitWindowSize(500, 500);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
//glutMouseFunc(mouse);
//glutKeyboardFunc(keyboard);
glutDisplayFunc(drawScene);
//glutIdleFunc(drawScene);
glutReshapeFunc(&ReSizeGLScene);
InitGL(640, 480);
glutMainLoop();
return(0);
}
[/SOURCE]

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u need to enable depth testing

glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);

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Sweet, Thanks alot.

-tn

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