Technical: Depth buffer in OpenGL
I just thought I’d post this up here, in case other people had the same problem. The Megastrata project started out like any other first-time project: cobbled together from examples found on the internet. One of the long-standing traditions regarding development involve the so-called “hack-n-slash” technique: smash the code around until it works. Megastrata started […]
Posted on October 12, 2009 at 11:54 pm by eli · Permalink
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In: Uncategorized · Tagged with: buffer, culling, depth, depth buffer, glutInitDisplayMode, opengl, OS X, rendering, troubleshooting, windows, z-buffer
In: Uncategorized · Tagged with: buffer, culling, depth, depth buffer, glutInitDisplayMode, opengl, OS X, rendering, troubleshooting, windows, z-buffer