Reputation: 830
I used glDepthRange(1.0, 0.0) in a Mac OS X program to give myself a right-handed coordinate system. Apparently I don't have that option with iOS using OpenGL ES 2.0. Is there a quick fix so that higher z-values show up in front, or do I have to rework all of my math?
Upvotes: 0
Views: 1528
Reputation: 187
well you can try glDepthFunc. the default value is GL_LESS, if you use GL_GREATER, pixels with higher z values will be rendered.
glDepthFunc(GL_GREATER);
alternatively, you can add this line on your vertex shader
gl_Position.z = -gl_Position.z;
Upvotes: 3