Re: Seeking Help with OpenGL Depth Buffer Issue
Posted by
jmaasing on
Oct 16, 2014; 8:30am
URL: https://forum.jogamp.org/Seeking-Help-with-OpenGL-Depth-Buffer-Issue-tp4033219p4033377.html
xghost wrote
While writing this, I think I realized why OpenGL never raised any errors of any kind. OpenGL might've raised an error for a non-positive zNear value (e.g. GL_INVALID_VALUE) if the function specifically taking those inputs had been used. But it was never used; the perspective matrix was built and then sent to the pipeline using a uniform, so I don't think it could've raised any errors anyway.
-x
PS: Hindsight 20/20
Exactly, OpenGL has no near clip-plane as such (fixed pipeline had but not modern GL) - so the first it saw of the vertex was your shader outputting the position and there is nothing preventing odd values there, that's why I said it must be a problem with the math - I should have been more clear what I meant, hindsight and all that :)