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# Z-Buffer Issues

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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
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do you have depth-test enabled? glEnable(GL_DEPTH_TEST);

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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

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