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HugosHoH

Depth Test Problem

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HugosHoH    100
Does GL_DEPTH_TEST state interact with texturing states by any means? Here's the code I have trouble with. void SetRenderStates() { glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glMultMatrixd(&m_quadProjMatd[0][0]); //glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glActiveTexture(GL_TEXTURE0); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glEnable(GL_TEXTURE_RECTANGLE_ARB); } void DrawQuad() { glDisable(GL_DEPTH_TEST); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_tex); glBegin(GL_QUADS); ..... glEnd(); glEnable(GL_DEPTH_TEST); } void RestoreRenderStates() { glDisable(GL_TEXTURE_RECTANGLE_ARB); glDisable(GL_BLEND); //glEnable(GL_DEPTH_TEST); glMatrixMode(GL_MODELVIEW); glPopMatrix(); glMatrixMode(GL_PROJECTION); glPopMatrix(); } main() { .... SetRenderStates(); for (...) { Draw(); } RestoreRenderStates(); } Before Draw(), depth test should be disabled then enabled after rendering a set of quads. It works when I switch depth test state within draw block, however when I add gl Enable/Disable depth test to the set/reset rendering functions, the textures appear missed up and somehow drifted and magnified....any reason? Hardware ATI MobilityRadeon X1600.

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