NSOpenGLView and Depth Testing

I cannot get the depth test to work…it seems to work with GLUT, but not NSopenGLView…any ideas?

@implementation MyOpenGLView

// — initWithFrame: —

  • (id)initWithFrame NSRect)frameRect
    NSOpenGLPixelFormatAttribute attrs[] = {
    NSOpenGLPFADepthSize, 1, // NSOpenGLPFADepthSize
    NSOpenGLPFAAccelerated, 0};
    NSOpenGLPixelFormat *pixFmt;

    pixFmt = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs];
    self = [super initWithFrame:frameRect pixelFormat ixFmt];
    return self;

// — drawRect: —

  • (void)drawRect NSRect)aRect

    glEnable(GL_DEPTH_TEST); // bs: enabled depth testing
    glDepthFunc (GL_LESS);

    glClearColor( 0.0, 1.0, 0.0, 0.0 );// R, G, B, alpha

    // Clear the view
    glViewport( 0,0,NSWidth([self bounds]),NSHeight([self bounds]) );

    // Set a coordinate system, and a point of view
    glMatrixMode( GL_PROJECTION );

    gluPerspective( 45, NSWidth([self bounds])/NSHeight([self bounds]), 1, 40 );// fov, aspect ratio, near clipping plane, far clipping plane

    glMatrixMode( GL_MODELVIEW );
    gluLookAt( 0,0,[myController getCameraZoom], 0,0,0, 0,1,0 );

    // Rotate depending on the status of the sliders
    glRotatef( [myController getRotationX], 1,0,0 );
    glRotatef( [myController getRotationZ], 0,0,1 );

    // Draw
    [[[myController getDocument] getBoard] drawBoard];

    // Flush gl code

err, I have not done any OpenGL work in OSX outside of Carbon but it looks like you are ateempting to create a 1-bit depth buffer from what you posted. If that is the case I can practically guarantee that won’t work

I will try that, but it is quite odd, since these lines come directly out of th e teapot example from apple…but I will try it soon…

still doesnt work

fixed it!
in case anyone else needs help: The Buffers need to be enabled in Interface Builder (select the View and the go to the Inspector)

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