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  [Solution] SWT + jogl -> z ordering issues  (Read 1517 times)
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Offline funsheep

Senior Newbie

Java games rock!

« Posted 2008-09-11 07:58:20 »


i'm trying to use jogl with SWT. Everything is up and running with the latest jogl-release from May 2008. Somehow i have problems with z ordering although GL_DEPTH_TEST is enabled.

Below you will find my GLContext creation code (copied from Snipped #209).
org.eclipse.swt.GLCanvas canvas = new GLCanvas(new GLData());

GLContext glcontext = GLDrawableFactory.getFactory().createExternalGLContext();

//do some rendering and enable GL_DEPTH_TEST


Since i couldn't find anything to correct this problem: Has someone a solution? Maybe its the same issue for which the GLJPanel was created? And no, i don't want to use SWT_AWT bridge.

OS: Intel Linux 32 bit. Latest nvidia driver ( And swt 3.3.2
Offline funsheep

Senior Newbie

Java games rock!

« Reply #1 - Posted 2008-09-12 07:48:17 »

Just for the records: Solution found!

Ok. This is really somewhat hidden (or i must read more javadoc). What the snipped #209 doesn't take into account: If the size of the depthbuffer is not set on the passed on GLData object, there is no! depthbuffer.

Corrected lines of code:
GLData gld = new GLData();
gld.depthSize = 4; //measured in bytes.

org.eclipse.swt.GLCanvas canvas = new GLCanvas(gld);

everything else as usual.

Hope this helps other people having the luck to just copy & paste the snipped and than wonder about the wired/ messed up rendering.

Offline xinaesthetic

Senior Devvie

Medals: 1

« Reply #2 - Posted 2008-09-12 09:44:33 »

Glad you found a solution; this may be useful to me at some point.  Actually, I must admit that it rang a bell from things I'd read before about (but not implemented myself yet) about setting  up Frame Buffer Objects, including explicitly creating the depth buffer, so I had a feeling it might've been something very similar (ie, that one shouldn't take presence of depthbuffer for granted) - perhaps I should've commented.
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