I'm having a problem when I enable GL_DEPTH_TEST when rendering my objects, here's what happens:
GL_CULL_FACE is disable on that one.
It only happens with perspective view! Does anyone have and idea of what's happening?
I'm using Qt 4.8 for this.
Of course, if I disable the depth test, it looks fine, but then the objects overlays in a wrong way, as expected.
Update
I create my projection matrix with this:
ProjectionMatrix.setToIdentity();
ProjectionMatrix.perspective(45, float(width) / float(height), 0, 20.0);
Where width and height are related to the viewport size.
Here's the code where I draw my scene:
void GLWidget::paintGL()
{
glClearColor(0.4765625, 0.54296875, 0.6171875, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
editor->setUniformValue("projectMatrix", controller->getProjectionMatrix());
editor->setUniformValue("viewMatrix", controller->getViewMatrix());
/** Dibujemos los grids **/
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
for (int i=0; i<3; i++)
{
if ((front && i==1) || (side && i==2) || (i==0))
{
editor->setUniformValue("modelMatrix", Objects.at(i).modelMatrix);
editor->setUniformValue("normalMatrix", Objects[i].getNormalMatrix());
editor->setUniformValue("texture", textureon);
glEnableClientState(GL_VERTEX_ARRAY);
editor->enableAttributeArray("vertices");
Objects[i].vertexbuffer->bind();
editor->setAttributeBuffer("vertices", GL_FLOAT, 0, 3);
glDisableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
editor->enableAttributeArray("texuv");
Objects[i].uvbuffer->bind();
editor->setAttributeBuffer ("texuv", GL_FLOAT, 0, 2);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
editor->enableAttributeArray("normals");
Objects[i].normalbuffer->bind();
editor->setAttributeBuffer ("normals", GL_FLOAT, 0, 3);
glDisableClientState(GL_NORMAL_ARRAY);
Objects[i].elementbuffer->bind();
glBindTexture(GL_TEXTURE_2D, Objects[i].texture);
glDrawElements(GL_TRIANGLES, Objects[i].indices.size(), GL_UNSIGNED_SHORT, (void*)0);
}
}
/** Ahora para las operaciones especificas de cada objeto **/
glEnable(GL_DEPTH_TEST);
//glEnable(GL_CULL_FACE);
for (int i=3; i<Objects.size(); i++)
{
//Objects[i].modelMatrix.scale(1.0, 1.0, 1.0);
//Objects[i].modelMatrix.rotate(1.0, 0.0, 1.0, 0.0);
editor->setUniformValue("modelMatrix", Objects.at(i).modelMatrix);
editor->setUniformValue("normalMatrix", Objects[i].getNormalMatrix());
editor->setUniformValue("texture", textureoff);
editor->setUniformValue("diffuseColor", Objects.at(i).diffuseColor);
editor->setUniformValue("shininess", Objects.at(i).shininess);
editor->setUniformValue("hardness", Objects.at(i).hardness);
editor->setUniformValue("LPos1", Objects.at(i).L1Pos);
editor->setUniformValue("LPos2", Objects.at(i).L2Pos);
editor->setUniformValue("LPos3", Objects.at(i).L3Pos);
editor->setUniformValue("LPos4", Objects.at(i).L4Pos);
glEnableClientState(GL_VERTEX_ARRAY);
editor->enableAttributeArray("vertices");
Objects[i].vertexbuffer->bind();
editor->setAttributeBuffer("vertices", GL_FLOAT, 0, 3);
glDisableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
editor->enableAttributeArray("normals");
Objects[i].normalbuffer->bind();
editor->setAttributeBuffer ("normals", GL_FLOAT, 0, 3);
glDisableClientState(GL_NORMAL_ARRAY);
Objects[i].elementbuffer->bind();
glDrawElements(GL_TRIANGLES, Objects[i].indices.size(), GL_UNSIGNED_SHORT, (void*)0);
}
}
In short lines, I first draw the grids according to where the camera is facing, in order to give a functionallity like Blender's. Then, I draw all the objects. I'm using indexed VBOs to achieve this.
I also draw them in CCW, I'm 99% sure that the triangles are being passed to the OpenGL in that way.