Reputation: 3
I'm trying to draw a simple triangle and I've faced a problem combining glEnable(GL_DEPTH_TEST)
and glOrtho
. The triangle is displayed without depth test not depending on the nearVal
argument but if the depth test is enabled and the nearVal
is different from 0 then nothing is displayed. Here is the code.
@Override
public void init(GLAutoDrawable drawable) {
GL2 gl = drawable.getGL().getGL2();
gl.glShadeModel(GL2.GL_SMOOTH);
gl.glEnable(GL2.GL_DEPTH_TEST);
gl.glDepthFunc(GL2.GL_LEQUAL);
gl.glClearColor(0, 0, 0, 1);
gl.glClearDepth(100.0);
gl.glMatrixMode(GL2.GL_PROJECTION);
gl.glLoadIdentity();
// the nearVal = 1 and the triangle is not displayed
// if we set the nearVal = 1 then the triangle is displayed
gl.glOrtho(-1, 1, -1, 1, 1, 10);
}
@Override
public void display(GLAutoDrawable drawable) {
GL2 gl = drawable.getGL().getGL2();
gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT);
gl.glBegin(GL.GL_TRIANGLES);
gl.glColor3f(1, 0, 0);
gl.glVertex3f(0.0f, 0.0f, 0);
gl.glColor3f(0, 1, 0);
gl.glVertex3f(1, 0.0f, 0);
gl.glColor3f(0, 0, 1);
gl.glVertex3f(0f, 1f, 0);
gl.glEnd();
gl.glFlush();
}
Upvotes: 0
Views: 1612
Reputation: 599
Your glVertex3f calls define a triangle on the z=0 plane. If you set the nearPlane parameter of the glOrtho call to one, then your triangle will be clipped out.
Upvotes: 3