in ffi, enable GL_DEPTH_TEST and also clear the GL_DEPTH_BUFFER_BIT on each frame; I forgot this before, but it is essential for proper depth testing/layering

This commit is contained in:
2025-09-11 02:43:13 +01:00
parent 4744d9bfa8
commit 5e7f311dc7
2 changed files with 7 additions and 6 deletions

View File

@@ -65,13 +65,13 @@ struct
Rect.lerp
( Real32.fromInt (posX - 1)
, Real32.fromInt posY
, 0.01
, 0.9
, scale
, fw
, fh
, r
, g
, b
, 1.0
, 1.0
, 1.0
)
fun makeChr (chr, posX, posY, windowWidth, windowHeight, r, g, b) =
@@ -79,7 +79,7 @@ struct
( chr
, Real32.fromInt posX
, Real32.fromInt posY
, 0.05
, 0.1
, scale
, windowWidth
, windowHeight

View File

@@ -13,6 +13,7 @@ unsigned int DYNAMIC_DRAW = GL_DYNAMIC_DRAW;
// OpenGL functions used below
void loadGlad() {
gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);
glEnable(GL_DEPTH_TEST);
}
void viewport(int width, int height) {
@@ -24,7 +25,7 @@ void clearColor(float r, float g, float b, float a) {
}
void clear() {
glClear(GL_COLOR_BUFFER_BIT);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
unsigned int createBuffer() {