• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0

iOS: Depth Buffer Not Working

0 posts in this topic

I don't know what's going on here, but right now, I can't get the depth buffer to work properly (that or I'm missing something really obvious).  I made a test example to verify that it works, but so far, no depth sorting is taking place.


I hate to just dump code and say "Hey, tell me what's wrong", but I've been struggling with this iOS stuff for a long time now, and never has OpenGL been so complicated.


From ViewController.m

- (void)viewDidLoad
    [super viewDidLoad];
	// Do any additional setup after loading the view.
    // 1. Create an Xcode Project
    // 2. Create a Context
    EAGLContext *context = [[[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1] autorelease];
    [EAGLContext setCurrentContext:context];
    // 3. Create a View
    GLView *glView = [[[GLView alloc] initWithFrame:CGRectMake(0, 0, 320, 480)] autorelease];
    [self.view addSubview:glView];
    GLuint depthBuffer;
    glGenRenderbuffers( 1, &depthBuffer );
    glBindRenderbuffer( GL_RENDERBUFFER, depthBuffer );
    glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, 320, 480 );
    glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer );
    // 4. Create a Renderbuffer
    GLuint renderbuffer;
    glGenRenderbuffers(1, &renderbuffer);
    glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
    [context renderbufferStorage:GL_RENDERBUFFER fromDrawable:(CAEAGLLayer*)glView.layer];
    // 5. Create a Framebuffer
    GLuint framebuffer;
    glGenFramebuffers(1, &framebuffer);
    glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
    glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8_OES, 320, 480 );
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuffer);
    GLenum status = glCheckFramebufferStatus( GL_FRAMEBUFFER );
    if( status != GL_FRAMEBUFFER_COMPLETE )
        NSLog( @"Error completing FBO! %x", status );
    glEnable( GL_DEPTH_TEST );
    glDepthFunc( GL_LEQUAL );
    glClearDepthf( 1.0f );
    glDisable( GL_CULL_FACE );
    glDisable( GL_LIGHT0 );
    glViewport( 0, 0, 320, 480 );
    glMatrixMode( GL_PROJECTION );
    gluPerspective( 45.0f, 320.0f/480.0f, 0.1f, 1000.0f );
    glMatrixMode( GL_MODELVIEW );


And my test code


-(void) drawView:(id)sender
    glClearColor( 0.0f, 0.5f, 0.0f, 1.0f );
    glMatrixMode( GL_MODELVIEW );
    glTranslatef( 0.0f, 0.0f, -5.0f );
    float v[9] = { 0, 1.0f, 0,
                  1.0f, -1.0f, 0,
                 -1.0f, -1.0f, 0 };
    glEnableClientState( GL_VERTEX_ARRAY );
    glVertexPointer( 3, GL_FLOAT, 0, v );
    glColor4f( 1.0f, 0, 0, 0 );
    glDrawArrays( GL_TRIANGLES, 0, 3 );
    glTranslatef( 1, 0, -6.0f );
    glColor4f( 1.0f, 1.0f, 0, 0 );
    glDrawArrays( GL_TRIANGLES, 0, 3 );
    glDisableClientState( GL_VERTEX_ARRAY );
    [[EAGLContext currentContext] presentRenderbuffer:GL_RENDERBUFFER];


The second triangle should be behind the first, but it's not.  I ensured that depth testing was enabled, but this still happens.  Also, depending where I add the depth buffer initialization code, it will cause the screen to be solid white.  No idea what's wrong.  This sucks.  Any ideas?  Thanks.


EDIT: Nevermind, I fixed it by initializing the depth buffer last and re-binding the colour buffer.  That solved everything.

Edited by blueshogun96

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  
Followers 0