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Stencil buffer and depth

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hello! I am using the stencil buffer for shadows. It works, but shadows that are occluded by another object, are drawn through this object. I am using this code for the shadows:
	glDisable(GL_LIGHTING);
	glDisable(GL_DEPTH_TEST);
	glDisable(GL_TEXTURE_2D);

	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	glEnable(GL_STENCIL_TEST);
	glStencilFunc(GL_GREATER, 1, ~0);
	glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);

	glColor4f(0,0,0,0.5);
	
	// - transform matrix to shadow mode
	// - draw shadow casting object (==shadow)
	// disable blending, reset other options from above and continue to draw scene

And here is a sample of the "shadow problem" (the shadow casting object is behind the mountain but it's shadow shines through): One solution would be to do something like occulision culling, but I would prefer an easier solution ;). thank you,

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