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Re: glClear(GL_DEPTH_BUFFER_BIT)



Hi Daniel,
true, if I disable the depth test I don't get the bad intersection.
This works with the scrolling text which is a 2D object (Quad). But in case
I draw a 3D object, I get a bad result. The surfaces get all drawn without
depth. Any solution?


Best Regards
-- 
Lorenzo
email: email@hidden

> From: Daniel Koch <email@hidden>
> Date: Sat, 24 Nov 2007 10:08:33 -0500
> To: Lorenzo <email@hidden>
> Cc: email@hidden
> Subject: Re: glClear(GL_DEPTH_BUFFER_BIT)
> 
> Hi Lorenzo,
> 
> If you just disable the depth test before drawing drawing the scrolling
> text, and enable it again afterwards you should be able to accomplish
> what you want without loosing the contents of your depth buffer.
> 
> Hope this helps,
> Daniel
> 
> Lorenzo wrote:
>> Hi,
>> I have to draw a cube in a 3D space using a perspective camera,
>> then a scrolling text using an orthogonal camera. In some case, when the
>> cube is too close, it intersects scrolling the text, even if I use 2
>> cameras. So I used a trick: when I set the ortho camera, before I draw the
>> scrolling text, I call again glClear(GL_DEPTH_BUFFER_BIT). It works very
>> well. I do
>> 
>>     clear color buffer and depth buffer
>>     set camera 1 (perspective)
>>     draw the cube
>>     set camera 2 (ortho)
>>     clear depth buffer
>>     draw the scrolling text
>>     draw other objects (?)
>>     flush
>> 
>> The problem is that now I have not longer my depth buffer, so I can't
>> properly draw any other 3D object, not even if I re-set the camera 1.
>> I cannot change the drawing object order because I can't know in advance.
>> Reading-Writing the z buffer is time consuming, so please have you a good
>> idea to draw as on different layers?
>> 
>> 
>> 
>> Best Regards
> 
> -- 
> Daniel Koch -+- Graphics Technology Lead -+- TransGaming Technologies
> email@hidden  +1 613.244.1111 x352  www.transgaming.com

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 >Re: glClear(GL_DEPTH_BUFFER_BIT) (From: Daniel Koch <email@hidden>)



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