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Re: glClear(GL_DEPTH_BUFFER_BIT)



A typical way to do this is:

0. Clear color and depth buffers: glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
1. Draw all 3D "Stuff"
2. Turn off depth testing: glDisable(GL_DEPTH_TEST);
3. Switch to ortho coordinate system, draw all 2D "Stuff" over top of 3D Stuff
4. Switch back to perspective coordinate system, turn depth testing back on: glEnable(GL_DEPTH_TEST);
5. Swap Buffers
6. Repeat...


You "should" draw all your 3D objects first, then the 2D elements over top of them. Unless I am misunderstanding your ultimate goal.

Richard


On Nov 24, 2007, at 11:07 AM, Lorenzo wrote:

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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References: 
 >Re: glClear(GL_DEPTH_BUFFER_BIT) (From: Lorenzo <email@hidden>)



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