Jump to content
  • Advertisement
Sign in to follow this  
jonseager

Z-Buffer Issues

This topic is 2153 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi

I'm developing a very basic 3D world type application but I'm having trouble with my z-buffer. Essentially, I load models from Obj files and each separate model has its own model matrix - I then multiply this by the view/projection matrix as each one is rendered.

Each model has its own VAO/VBO and then in the main loop I just call `model1.render()` then `model2.render()` etc. The render method loads the relevent VAO/VBO and then calls drawArrays(). Problem is, the z-buffer appears to be doing nothing. So if I have cube at (0,0) and a sphere at (0,10) - all the time that the cube render call is after the sphere render call, the cube is rendered in front of the sphere.

I can't figure out what the issue is at all? Is it because I use the separate VAOs/VBOs?

Many thanks

Jon Edited by jonseager

Share this post


Link to post
Share on other sites
Advertisement

Hi

 

I actually just fixed it - I had all the depth test options set but hadn't specified 24 bit z-buffer when opening the GLFW window.

 

Thanks

 

Jon

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!