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Why this tearing problem?

Started by December 17, 2000 01:00 PM
3 comments, last by Keermalec 23 years, 11 months ago
Hi, here is my first try at creating an object and a background but I am stuck with a display problem when the cube rotates: it flickers on and off. Is this because my window is only single-buffered, it is supposed to be double-buffered but maybe I am doing somethinf wrong? This does not happen when there is no background to be hidden so I guess it has to do with z-buffering. Click on the image to download the source.
Well, I solved the problem by simply turning off depth testing (glDisable(GL_DEPTH_TEST)). Now why would that be? I thought depth testing was supposed to be good...
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Just make the background further
(you can find me on IRC : #opengl on undernet)
Just draw the background first and clear the depth buffer right after you draw it. Then it will be impossible for the background to hide anything. To make it easy for you, here is the command to do that:


/*
Draw Background
*/

glClear(GL_DEPTH_BUFFER_BIT);

/*
Draw Scene
*/


Have Fun!!!
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I once had the same problem, turn depth testing back on, else their wont be any ! It is because when your plygon enter below the plane created by your textured quad for background it is behind another object so it is not drawn. Actually part of this object is so part of it is not drawn.

On another note, are you sure thats tearing ? 2 poeple on the glVelocity forums refereds to tearing as being a sort of flickery redrawing effect.



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