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OpenGL Cel-Shading Problem

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I did NeHe celshading tutorial but it didn't work out, so I did the next one I found in google and It works but it will flicker the faces in the back that are supposed to be culled. Pictured here: http://www.angelfire.com/art2/sironion/celshade_problem.gif Code Here: //Model glCallList(Gen3DObjectList(vLightDirection)); //Outline //////////////////////////////////////////////////// glCullFace(GL_FRONT); glLineWidth(6); glColor4f(0.0f, 0.0f, 0.0f, 0.0f); glPolygonMode(GL_BACK, GL_LINE); glDisable(GL_TEXTURE_1D); glCallList(Gen3DObjectList(vLightDirection)); glEnable(GL_TEXTURE_1D); glCullFace(GL_BACK); ///////////////////////////////////////////////////////// This seems to be happening a lot, when I use Deep Exploration to export something as OpenGL code and load the model It will flicker faces that shouldn't be culled.

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try this:


// Outlines
glEnable (GL_BLEND); // Enable Blending
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // Set The Blend Mode
glPolygonMode (GL_FRONT, GL_LINE);// Draw Backfacing Polygons As Wireframes
glLineWidth (5); // Set The Line Width
glCullFace (GL_BACK); // Don't Draw Any Front-Facing Polygons

float outlineColor[3] = { 0.0f, 0.0f, 0.0f }; // Color Of The Lines
glColor3fv (&outlineColor[0]); // Set The Outline Color

glCallList(Gen3DObjectList(vLightDirection)); // Draw the model

glDepthFunc (GL_LEQUAL);// Reset The Depth-Testing Mode
glCullFace (GL_FRONT);// Reset The Face To Be Culled
glPolygonMode (GL_BACK, GL_FILL);// Reset Back-Facing Polygon Drawing Mode
glDisable (GL_BLEND); // Disable Blending
glLineWidth (1);
glColor3f(1.0, 1.0, 1.0f);

this is how i draw outlines in my celshading demo..hope it helps :)

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Imma take a wild guess here. Your call to gluPerspective's zNear parameter is 0? Try changing it to 0.1 or more. Having it set at zero causes some serious issues that usually look like what you have here.

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