GL_DEPTH_TEST and or Blending

Member
Posts: 89
Joined: 2005.06
Post: #1
'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.

Well since everyone else is doing it:
Twilight Coders
CIMyAdmin
Whatever
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Moderator
Posts: 3,570
Joined: 2003.06
Post: #2
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?
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