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ogl

Z-buffering

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glEnable(GL_DEPTH_TEST); //that''s it you got z-buffering. !!

glDepthFunc(GL_LESS) //this is by default, so don''t worry about it.
if you want your depth buffer to act so that the nearer objects (rather then the farther objects) don''t get drawn then pass the above GL_GREATER. you get the idea...

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