i don’t know what i’m doing wrong, but it sure must be big. when i render polys to the screen, the depth buffer seems to screw up. sections of polys appear behind others when they should be in front and visa versa. i’ve tried running in software emulation mode and it was painfully slow yet no jaggies or misplaced poly sections (odd that it works in software yet not in hardware). i’ve also ran it on varied computers with different hardware cards (with the latest drivers) and the depth buffer seems horrable. when i disable the depth buffer, rendering is fine (granted everything is not depth buffered, but no more jaggies or sections of poly’s appearing infront of others. it’s all or nothing). so my question is what am i doing?? how can i fix this? i’m out of control!
oh yeah, one more thing: it works on one computer in hardware acceleration mode, but they did some funky stuff to their computer and i do not think that is nessesary to get depth buffering working. especially considering i’ve ran other gl apps and they work just fine.
thanks for your help and time
tim