well i was here programming for my program, well and i sent it to some
friends to test it…
well here works just fine! no problems, no depth problems, nothing that i
the only problem is that a friend of mine told me that the program was
wrong… far away objects seemed to overlapped the nearer objects… well i
have a far plane to clip objects that are in fog… in my computer under
win2k it works just fine, but finally i ended up running the program under
win98 & winME… well there i found the problems…
the problems are that it seems that i didnt enabled GL_DEPTH_TEST or that i
disabled Z writing, glDepthMask(GL_FALSE);
well the problem is that why doesnt it run the same as under win2k???
why does this problems appear under win98 & winME and not win2k???
its weird to see the objects that shouldnt appear on screen, thru the
objects that are on the screen…
for example if i have a Tree that should be on the other side of the
mountain, still i can see the top of the tree under win2k!!
the problem under win98 & winME is that even without reaching the tree’s
position, i can see all tree thru the mountain!!
also the FOG doesnt seem to apply to the trees… i have glEnable(GL_FOG) in
the routine but it seems it isnt!!!
well anyone know anything about this? i guess it cant be a opengl problem…
but im tired of looking to the code and trying stuff with no success… its
hard to see a OS **** up your work! =) when everything just fine, and u go
test it under other very similar OS and it doesnt work =)
could it be coz of z buffer or anything like this? 16-bit? 32.bit? any ideas
? anyone? please? =)
thanks in advance