I have been using JOGL for a few days now and this is now becoming a major road block.I can not get shapes to draw in the correct z-order, instead, they are drawn in the order they are given to OpenGL
I\'ve been playing around with OpenGL for a full week or equivalent. After 2D I\'m now trying 3D. I want to reproduce the 3D scene you can see in the third video on http://johnnylee.net/projects/wii/.
I followed a tutorial using depth buffer in opengl es 1.1. But I use opengl es 2.0. The implemented code results in an error: Failed to make complete framebuffer object 8cd6.
I am using an Android device running Froyo supporting OpenGL ES 1.1 and OpenGL ES 2.0 I want to render the depth buffer to a texture. Having seen a number of examples for OpenGL, OpenGL ES on other p
I\'m trying to implement Light Prepass rendering in RenderMonkey. So far, in Normal+Depth pass, it seems like Normal buffer is getting corre开发者_如何学Pythonct result, but Depth buffer only show one
I\'ve been working with the depth buffer in OpenGL (JOGL) to ensure certain items are rendered in front of others by disabling the depth buffer (detailed in my previous question Java OpenGL saving dep
I\'m not entirely sure if I can do what I want here, but I have a bunch of objects being rendered in OpenGL (using JOGL). For one group of objects, I want to ensure that certain objects in that group