Simple OpenGL ES problem

Posts: 12
Joined: 2009.04
Post: #1
I am trying to do some basic OpenGL ES with my iPhone, but I have some problems doing so. In my Xcode, I have created a new OpenGL ES based application project and I have changed the drawView function in the EAGLView.m file to look like this:

- (void)drawView {
    [EAGLContext setCurrentContext:context];
    glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
    glViewport(0, 0, backingWidth, backingHeight);
    glOrthof(-100.0f, 100.0f, -150.0f, 150.0f, -100.0f, 100.0f);
    static GLfloat rotation = 0.0f;
    glRotatef(rotation, 0.0f, 1.0f, 0.0f);
    rotation += 1.0f;

    glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
    const GLfloat squareVertices[] = {
        -50.0f, -50.0f, -1.0f,
        50.0f,  -50.0f,    -1.0f,
        -50.0f,  50.0f, -1.0f,
        50.0f,   50.0f, -1.0f,
    glColor4f(1.0f, 0.0f, 0.0f, 1.0f);
    glVertexPointer(3, GL_FLOAT, 0, squareVertices);
    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
    const GLubyte squareColors[] = {
        255, 255,   0, 255,
        255, 255,   0, 255,
        0,     0,   0,   0,
        255,   0, 255, 255,
    glColorPointer(4, GL_UNSIGNED_BYTE, 0, squareColors);
    const GLfloat squareVertices2[] = {
        -40.0f, -40.0f, -12.0f,
        40.0f,  -40.0f, -12.0f,
        -40.0f,  40.0f, -12.0f,
        40.0f,   40.0f, -12.0f,
    glVertexPointer(3, GL_FLOAT, 0, squareVertices2);
    glDrawArrays(GL_TRIANGLE_STRIP,0, 4);
    glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
    [context presentRenderbuffer:GL_RENDERBUFFER_OES];

Although I can get my two rotating squares, when the rotation is 180 degrees, the smaller square still seems to be in front of the bigger one, but this should not happen... I know the answer is simple but I can't find it! I have already enabled GL_DEPTH_TEST as you can see. The same thing happens if I try setting the z value of the smaller square to something else (like a positive value).

Can anyone help?
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Posts: 3,591
Joined: 2003.06
Post: #2
You need to enable the depth buffer (you'll find this at the top of EAGLView.m):


And you need to clear it every frame (do this in drawView):

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Posts: 12
Joined: 2009.04
Post: #3
Yes, that was indeed simple. Sorry for wasting your time.
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Posts: 3,591
Joined: 2003.06
Post: #4
No problem, it is often very easy to miss simple details, especially when learning OpenGL. Wink
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