I’ve got 4 cubes made of quads rotating around 0,0,0. The problem is, that the quads appear in the correct order when I render them, but it looks like the cubes are rendered one after the other in a way, that the newly drawn cubes are drawn in front of the old ones.

It’s like no depth sorting was used - but only when rendering the cubes (and not the quads of a cube).

I’ll post a piece of my code (as short as possible), maybe someone will find something I haven’t.

[i]

In “MAIN”:

glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

glMatrixMode(GL_MODELVIEW);glLoadIdentity();glPushMatrix();

glMatrixMode( GL_PROJECTION );glPushMatrix();glLoadIdentity();

gluPerspective( 80, 1.3, 0,1000.0 );

gluLookAt(0, 0, 5, 0,0,0, 0,1,0);

glEnable(GL_DEPTH_TEST);

glEnable(GL_TEXTURE_2D);

glTranslated(0,0,0);

glRotated(rot,1,0,0);

draw_cubes();

glMatrixMode(GL_PROJECTION);glPopMatrix();

glMatrixMode(GL_MODELVIEW);glPopMatrix();

SwapBuffers(DCvalue);

[/i]

In the init() I also wrote:

glEnable(GL_NORMALIZE);

glDepthFunc(GL_LEQUAL);

glShadeModel(GL_SMOOTH);

I ‘stole’ the normals and the vertices’ data from the NeHe ‘Missile mapping’ lesson, so, they should be correct:

Quad 1:

normal1=0;normal2=0;normal3=1;

texcoord11=0;texcoord12=0;

texcoord21=1;texcoord22=0;

texcoord31=1;texcoord32=1;

texcoord41=0;texcoord42=1;

x1= 0+x; y1= 0+y; z1=5;

x2= 5+x; y2= 0+y; z2=5;

x3= 5+x; y3= 5+y; z3=5;

x4= 0+x; y4= 5+y; z4=5;

Quad 2:

normal1=0;normal2=0;normal3=-1;

texcoord11=1;texcoord12=0;

texcoord21=1;texcoord22=1;

texcoord31=0;texcoord32=1;

texcoord41=0;texcoord42=0;

x1= 0+x; y1= 0+y; z1= 0;

x2= 0+x; y2= 5+y; z2= 0;

x3= 5+x; y3= 5+y; z3= 0;

x4= 5+x; y4= 0+y; z4= 0;

And so on…

I know, that drawing 2 cubes is a basic thing to do and I’ve done harder tricks already, but now, I’m really stuck… I think I missed someting.

Please, someone help me