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OpenGL help me understand rendering a quad down the z-axis

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bradbobak    1825
I've used the code from nehe's lesson2 to build a simple app that demonstrates the problem I'm having.
The code is original, except I've removed the gluPerspective line, made it non-fullscreen and changed the drawGLScene() routine.

Here is the new drawGLScene() :
int drawGLScene(GLvoid)
glTranslatef(0, 0.0f, -0.5f);
glColor3f(1, 1, 1);
glVertex3f(-0.5f, 0.5f, 0.2f);
glVertex3f(0.5f, 0.5f, 0.2f);
glVertex3f(0.5f, -0.5f, 0.2f);
glVertex3f(-0.5f, -0.5f, 0.2f);
glColor3f(1, 0, 0);
glVertex3f(-0.5f, 0.5f, -0.2f);
glVertex3f(0.5f, 0.5f, -0.2f);
glVertex3f(0.5f, -0.5f, -0.2f);
glVertex3f(-0.5f, -0.5f, -0.2f);
if (GLWin.doubleBuffered)
return True;

As you can see, I'm drawing 2 rectangles at the same position, except along the z-axis.
The first is colored white, and has its vectices for z at 0.2f. The second is red, and z is at -0.2f.
For some reason, the red quad appears in front of the white one. Seeing how opengl treats the negative z axis as going into the screen, I'm trying to understand why the white quad (z at 0.2f) isn't drawn in front of the red one.

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Aks9    1499
Because you probably didn't enable depth test. In that case OpenGL draws objects in the order you issue commands (like in 2D drawing).

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Brother Bob    10344
Two points:
[*]The near and far clip plane values, as specified by the glOrtho or glFrustum (or equivalent functions) are along the [i]negative[/i] Z-axis. That means a clip plane value of 5 means that the clip plane is located at [i]z=-5[/i].
[*]If you leave out the projection matrix, the default matrix is the identity matrix which is equivalent to [i]glOrtho(-1, 1, -1, 1, 1, -1)[/i].

Pay attention to the default clip plane values; [i]near=1[/i] and [i]far=-1[/i]. This means that the near clip plane is located at [i]z=-1[/i], and the far clip plane is located at [i]z=1[/i]. This means that a quad at [i]z=-0.2[/i] is close to the near clip plane than a quad at [i]z=0.2[/i], and thus your red quad occludes your white quad. Edited by Brother Bob

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