Thread: Textured polygons not obscuring ones behind.

  1. #1
    Ethernal Noob
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    Nov 2001
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    Textured polygons not obscuring ones behind.

    I basically have a simple textured box program that draws a box with textured faces. The box comes out fine but when it comes to depth, certain faces do not obscure the ones that are drawn behind it. Here is a sample of the code that handles the texturing.

    Code:
    #include "scenes.h"
    
    //Box Scene================================================================
    GLuint WallTex;
    
    void Box::setupBoxScene()
    {
        CTargaImage rustWall;
    
        //load the Wall Texture
        rustWall.Load("Data/RustyWall.tga");
    
        //Get Texture Object
        glGenTextures(1, &WallTex);
    
        glBindTexture(GL_TEXTURE_2D, WallTex);
    
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB,
                     rustWall.GetWidth(), rustWall.GetHeight(), 0,
                     GL_RGB, GL_UNSIGNED_BYTE, rustWall.GetImage());
    
    
        rustWall.Release();
    }
    
    void Box::renderBox()
    {
            glBindTexture(GL_TEXTURE_2D, WallTex);
        	glBegin(GL_QUADS);
    
    		// Front Face
    		glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);
    		glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);
    		glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f);
    		glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);
    
    		// Back Face
    		glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
    		glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);
    		glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);
    		glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
    
    		// Top Face
    		glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);
    		glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,  1.0f,  1.0f);
    		glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,  1.0f,  1.0f);
    		glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);
    
    		// Bottom Face
    		glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
    		glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
    		glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);
    		glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);
    
    		// Right face
    		glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
    		glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);
    		glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f);
    		glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);
    
    		// Left Face
    		glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
    		glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);
    		glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);
    		glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);
    	glEnd();
    }

  2. #2
    Registered User OnionKnight's Avatar
    Join Date
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    555
    Is your projection matrix set up correctly? I had a similar problem in another thread.

  3. #3
    Ethernal Noob
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    Nov 2001
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    I did a bitwise OR in the glEnable function for depth and stneil test, I seperated them and it seemed to work out nicely.

  4. #4
    Registered User VirtualAce's Avatar
    Join Date
    Aug 2001
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    9,607
    It appears to me that this is a problem with backface culling.

  5. #5
    Ethernal Noob
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    Well I solved it. I guess you can't OR things in glEnable(). It was the way I enabled depth and stencil testing.
    Last edited by indigo0086; 05-13-2007 at 05:11 AM.

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