Original Post
My depth testing was definately not working in my Open GL program, so I decided to look through these forums. Quite a while ago someone had something similar. I now understand where I went wrong and wish to share it. When setting the perspective matrix - gluPerspective (angle, (w/h), near, far); - is where my problem occured. The Z-buffer uses a ratio to determine how much to focus in certain areas...there''s some fact like 98% of the depth buffer is used on the first 2% of the scene. I had the near set as 0.0f, which obviously caused a divide by zero and therefore the buffer wouldn''t work. The other guy was using 0.5f...very similar, it makes the ratio huge! Hope this helps someone!
It''''s always a silly little error!