by fungus <openglMYSOCKS@[EMAIL PROTECTED]
>
Jul 8, 2008 at 11:28 PM
On Jul 8, 4:16=A0pm, Daniel Kraft <d...@[EMAIL PROTECTED]
> wrote:
>
> Does this mean that OpenGL simply draws polygons on top of each other
> and does not take into account visibility (that is, that's my
> responsibility)? =A0If so, are there any pointers you could give me on
ho=
w
> to implement this most effectively? =A0Or what's wrong with my program?
>
Try glEnable(GL_DEPTH_TEST);
You also need to clear the depth buffer in your glClear()