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| | Re: LDForge - dev. plans
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| (...) Ah, thank you Travis! I got depth buffering working now. :) No more problems with polygon sorting.. -Santeri (15 years ago, 1-Apr-10, to lugnet.cad.dev, FTX)
| | | | Hispabrick Magazine 007
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| (URL) It's that time again:we are happy to announce the release of Hispabrick Magazine 007 In this issue you will find some great articles about Technic, part 6 of an ongoing series of MINDSTORMS related articles, an interview with Michael Lachman, (...) (15 years ago, 1-Apr-10, to lugnet.announce, lugnet.cad, lugnet.publish, lugnet.robotics, lugnet.technic, FTX) !
| | | | Re: LDForge - dev. plans and call for help
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| (...) Perfectly OK! now I wonder what could be a correct user interface for that... Philo (15 years ago, 1-Apr-10, to lugnet.cad)
| | | | Re: LDForge - dev. plans and call for help
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| (...) In order for GL_DEPTH_TEST to work, you have to clear the depth buffer at the same time you clear the rest of the screen: glClearDepth(1.0); glClearColor(0.0, 0.0, 0.0, 0.0); glClear(GLCOLORBUFFERBIT GLDEPTHBUFFERBIT); (Note: the (...) (15 years ago, 31-Mar-10, to lugnet.cad.dev, FTX)
| | | | Re: LDForge - dev. plans and call for help
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| (...) I see.. but problem is that if I use glEnable(GL_DEPTH_TEST) then my polygons won't render at all. Tutorials related to OpenGL explicitly told not to use GL_DEPTH_TEST because of this.. how did you avoid it? (15 years ago, 31-Mar-10, to lugnet.cad, FTX)
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