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GL_DEPTH_TEST and or Blending - Printable Version +- iDevGames Forums (http://www.idevgames.com/forums) +-- Forum: Development Zone (/forum-3.html) +--- Forum: Graphics & Audio Programming (/forum-9.html) +--- Thread: GL_DEPTH_TEST and or Blending (/thread-1330.html) |
GL_DEPTH_TEST and or Blending - Volte - May 7, 2009 02:40 PM 'lo folks. I've got a user interface library (C++) which allows me to create a bunch of elements such as textfields, buttons, windows etc. The way I have it now, I've assigned a background texture to my interface, and then a few game elements such as a chatbox etc. Now, the problem is, I would like to be able to draw my game elements (planets, ships etc) in between the background, and the user interface objects. interface.draw(); for each gameobject, gameobject.draw(); is there a way I can use a combination of zindices, GL_DEPTH_TEST and or blending to accomplish this? I don't exactly have the luxury of order of draw, but I can manipulate zindecies. Thanks! r. GL_DEPTH_TEST and or Blending - AnotherJake - May 7, 2009 04:49 PM Sure you can use depth testing. But if I understand your description, why not just draw the background texture yourself first, then the game objects, then the UI without a background? |