Author Topic: strange render behavior  (Read 6169 times)

Offline EgonOlsen

  • Administrator
  • quad
  • *****
  • Posts: 12295
    • View Profile
    • http://www.jpct.net
Re: strange render behavior
« Reply #15 on: January 21, 2013, 07:52:20 pm »
Can you provide me with a test case, so that i can see for myself? I have to see this in motion to understand what's going on...

Offline Thomas.

  • double
  • *****
  • Posts: 833
    • View Profile
Re: strange render behavior
« Reply #16 on: January 21, 2013, 07:58:04 pm »
I do not know what you are using for modeling, but blender had problem with normals (maybe were some triangles saved in clockwise and some in counterclockwise). Are these models exactly the same?

Offline kelmer

  • byte
  • *
  • Posts: 43
    • View Profile
Re: strange render behavior
« Reply #17 on: January 21, 2013, 08:24:43 pm »
I solved it. I feel stupid now, I had taken the renderFrame function from QCAR's native code and forgot to comment out the glDisable(DEPTH_TEST) line.

I kept looking in java code and it didn't occur to me that the problem might be in the native code.

Sorry guys and thanks for your kind help (especially EgonOlsen!).






Offline EgonOlsen

  • Administrator
  • quad
  • *****
  • Posts: 12295
    • View Profile
    • http://www.jpct.net
Re: strange render behavior
« Reply #18 on: January 21, 2013, 08:31:14 pm »
Cool! My last resort would have been to try to enable DEPTH_TEST explicitly in an IRenderHook-implementation. That would have solved the problem but not the by finding the actual cause... ;)