Original Post
Hi, I'm trying to render a 3D mesh within an orthographic projection and the mesh faces are not being rendered in the proper way, the ones behind appear mixed/screwed up with the ones on the front. This gets more obvious when you rotate the mesh. With or without enabling GL_DEPTH_TEST I'm getting the same result. The mesh is being rendered as a vertex array with glDrawElements (as they do in the CAL3D examples) I'm setting glOrtho as usual. Light0 is on and set up, blending is on, texturing is off. I set it like this:
glViewport(0, w, h, 0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 1, 0, 1, -100000.0, 100000.0);
glMatrixMode(GL_MODELVIEW);
If I comment the ortho part and I render this mesh with a perspective projection it looks perfect. The problem is with the orthographic one. I don't have the exact source code with me right now. I'll try to bring it on later. Thanks in advance. [Edited by - owl on June 18, 2008 9:40:10 AM]