Reputation: 862
I've been working on an object model but it seems that something is wrong. This is what I get when I draw a teapot:
As you can see, background objects appear in foreground like the ring at the top. I've been working on everything I can changing things like the clipping plane and the the depth buffer but I just can't seem to get the model to appear solid. I have depth enabled along with cull face and I'm clearing the depth buffer and color buffer. I can't tell what's wrong.
Here is my code listing:
void displayLighting() {
if ( specular )
glLightfv(GL_LIGHT0, GL_SPECULAR, specularLight);
else
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight);
glLightfv(GL_FRONT, GL_SHININESS, shininess);
lightPos[0] = lightDist*sinf(lightAngle);
lightPos[1] = lightDist;
lightPos[2] = lightDist*cosf(lightAngle);
glLightfv(GL_LIGHT0, GL_POSITION, lightPos );
}
void drawTeapot() {
float diffuseMaterial[] = { 1.f, 1.f, 1.f };
glTranslatef(0.f, -0.f, -0.f);
glShadeModel(GL_SMOOTH);
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuseMaterial);
glutSolidTeapot(20.0f);
}
void renderScene(void) {
glClearColor(0.f,0.f,0.f,1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt( zDist*(sinf(yAngle)),zDist*(sinf(xAngle)),zDist*(cosf(xAngle))*(cosf(yAngle)),0,0,0,0,1,0 );
displayLighting();
drawTeapot();
glutSwapBuffers();
}
void changeSize(int width, int height) {
float ratio;
ratio = w * 1.0f / h;
glMatrixMode(GL_PROJECTION);
glViewport(0, 0, w, h);
glLoadIdentity();
gluPerspective(45.0f, ratio, 100.0f, 1000.0f);
glMatrixMode(GL_MODELVIEW);
}
int main(int argc, char **argv) {
// init GLUT and create window
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowPosition(0,0);
glutInitWindowSize(800,600);
glutCreateWindow("Teapot");
initLighting();
glutDisplayFunc(renderScene);
glutReshapeFunc(changeSize);
glutIdleFunc(renderScene);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glutMainLoop();
}
I'm pretty sure it's a simple fix but I hope you guys can help out.
Upvotes: 1
Views: 1324
Reputation: 4320
According to the manpage of glutSolidTeapot, the generated normals are oriented in the opposite direction than the expected one. As suggested, use glFrontFace(GL_CW) / glFrontFace(GL_CCW)
to temporarily change the default front-facing orientation for faces.
Upvotes: 3