OpenGL Problems with OpenGL-Rendering

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hi folks, i am trying to render my own small coordinate system which basically consists of: - 3 axis which are 3 GL_LINES glBegin(GL_LINES); glVertex3f(0.0, 0.0, 0.0); glVertex3f(factor, 0.0, 0.0); glEnd(); - for the 3 arrows i use a GLUquadricObj - gluCylinder and gluDisk which i translate to the end of the arrow - the axis names (X Y Z) are textures mapped on quads this works fine...BUT... i have a funny occurence while rotating everything so that i have the impression that the order how i draw the individual objects matters somehow to the rendered result. here are some pictures so that you see what i am talking about: 1) my initial coordinate system - all axis direct out of the screen: http://www.cs.uni-magdeburg.de/~kreinema/pics/coordsys1.gif 2) i rotate the system and x directs out of the screen: http://www.cs.uni-magdeburg.de/~kreinema/pics/coordsys002.gif 3) i rotate again but x directs into the screen... http://www.cs.uni-magdeburg.de/~kreinema/pics/coordsys003.gif" as you can see image 2) and 3) look pretty much the same. what i did: i put all the individual objects on a matrixstack in the following order (in code): 1) XYZ textures on quads 2) gluDisk followed by gluCylinder 3) axis lines has anybody an idea why i have this kind of phenomenon? if i draw the objects in different orders they occlude each other... thanks a lot. kerstin.

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i found out that sometime before i do all that coordinate stuff i did: glDisable(GL_DEPTH_TEST); shame on me...

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