2D LWJGL with OpenGL - Enabling Depth Checking for Splitting 2D Textures?
What do I need to add to my initGL init method to enable depth testing, and how would I use it for texturing?
I would need to expand the last glOrtho parameter to be more extreme than -1, and of course deep testing glEnable. Then, to use it, I can only assume that I am changing the third glVertex parameter to something that is not 0 in order to send it in front of / behind the other textures.
I try this and the damn textures don't even show. xD I must be missing something.
EDIT: RE: Tim's answer
whenever I made the z image more extreme than -1 it didn't show that the screen was only black.
void initGL(){
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glEnable(GL11.GL_DEPTH_TEST); //depth test enabled
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glOrtho(-width/2, width/2, -height/2, height/2, 1, -10);//far changed to -10
GL11.glMatrixMode(GL11.GL_MODELVIEW);
}
and
void loadBG(int theLoadedOne){
GL11.glBindTexture(GL11.GL_TEXTURE_2D, theLoadedOne);
GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2f(0,0);
GL11.glVertex3f(-width/2,height/2, -2);//new z value
GL11.glTexCoord2f(1,0);
GL11.glVertex3f(width/2,height/2,-2);//new z value
GL11.glTexCoord2f(1,1);
GL11.glVertex3f(width/2,-height/2,-2);//new z value
GL11.glTexCoord2f(0,1);
GL11.glVertex3f(-width/2,-height/2,-2);//new z value
GL11.glEnd();
GL11.glFlush();
}
and
while(!Display.isCloseRequested()){
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
...
for(int i=0;i<1;i++){ //dont mind this for loop
bg.loadThisBG(0); //its here for reasons
}
updateFPS();
Display.update();
} Display.destroy();
}
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It seems that you have switched to the far and distant plane. Have a look at gluOrtho2D . It just calls glOrtho
with near=-1
and far=+1
, resulting in a coordinate toggle sign z ( m33=-2/(far-near)
). However, with the above values, m33=-2/(-10-1)
is positive and the z-axis is changed to a standard workflow.
These consequences are seen from the back in the quadrant.
OpenGL's matrix manipulation methods don't care what you feed them; unless the values result in division by zero.
Assuming there is no model transformation and only one matrix facilitating projection, here's what I think is going on:
Converting z-value from world to NDC space is z_ndc = -9/11 * z_w + 2/11
(set close and far into spelling matrix and occupies the third row). Now z_w=-2
, and therefore z_ndc = 20/11
. This goes beyond the boundaries of NDC space and is discarded.
Okay, I'm guessing this test is implicitly enabled / disabled by the Z test itself. The next suspect would be back surface dropping ...
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If your context includes a depth buffer (not sure about creating lwjgl buffer ...)
All you need should be:
- Call
glEnable(GL_DEPTH_TEST)
during initialization - Add a bit of depth buffer to glClear
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- Determine the z coordinate between the near and far values of the spelling matrix.
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