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depth buffer problem

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i started coding opengl again after a long time and i''ve troubles with this: i have a terrain, an aircraft and its shadow. I want the shadow always visible, so i disable the depth test. It works fine because the shadow is always visible respect the terrain, but the problem is that it affect also the aircraft, which is obscured by its own shadow. These is my code, i cant remeber how depthmasking work, i hope you can help me: Draw_terrain(); glDisable(GL_DEPTH_TEST); Draw_shadow(); glEnable(GL_DEPTH_TEST); Draw_aircraft(); glHorizon_Project

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Do you have any screenshots of the problem? That order sounds like it would work just fine.

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Not sure if I understand what you mean, but how about

Draw_terrain();
glDisable(GL_DEPTH_TEST);
Draw_shadow();
Draw_aircraft();
glEnable(GL_DEPTH_TEST);

?

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