/* * This sample is to demonstrate a bug where rendering an unblended * polygon, before a series of blended ones would result in no blended * output and incorrect depth testing */ #include "GL/gl.h" #include "GL/glu.h" #include "GL/glkos.h" /* A general OpenGL initialization function. Sets all of the initial parameters. */ void InitGL(int Width, int Height) // We call this right after our OpenGL window is created. { glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // This Will Clear The Background Color To Black glClearDepth(1.0); // Enables Clearing Of The Depth Buffer glDepthFunc(GL_LEQUAL); // The Type Of Depth Test To Do glEnable(GL_DEPTH_TEST); // Enables Depth Testing glEnable(GL_TEXTURE_2D); glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading glDisable(GL_BLEND); glMatrixMode(GL_PROJECTION); glLoadIdentity(); // Reset The Projection Matrix gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f); // Calculate The Aspect Ratio Of The Window glMatrixMode(GL_MODELVIEW); } /* The function called when our window is resized (which shouldn't happen, because we're fullscreen) */ void ReSizeGLScene(int Width, int Height) { if (Height == 0) // Prevent A Divide By Zero If The Window Is Too Small Height = 1; glViewport(0, 0, Width, Height); // Reset The Current Viewport And Perspective Transformation glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); } void DrawQuad(const float* colour) { glBegin(GL_QUADS); glColor4fv(colour); glVertex3f(-1.0,-1.0, 0.0); glVertex3f( 1.0,-1.0, 0.0); glVertex3f( 1.0, 1.0, 0.0); glVertex3f(-1.0, 1.0, 0.0); glEnd(); } /* The main drawing function. */ void DrawGLScene() { const float RED [] = {1.0, 0, 0, 0.5}; const float BLUE [] = {0.0, 0, 1, 0.5}; const float NONE [] = {0, 0, 0, 0}; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer glLoadIdentity(); // Reset The View glTranslatef(-4.0, 0, -10); // LEFT SECTION // This should draw 2 quad, a red first, then and overlapping blue one. // This section draw both quad at the same Z value glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); DrawQuad(RED); glTranslatef(1.0, 0, 0); DrawQuad(BLUE); glDisable(GL_BLEND); glTranslatef(4.0, 0, 0); // RIGHT SECTION // This should draw 2 quad, a red first, then and overlapping blue one. // This section uses a LOWER Z VALUE(-0.01f), so the blue quad should be in FRONT of the red quad. // lerabot's note : changing the z value to positive gives the desired output. glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); DrawQuad(RED); glTranslatef(1.0, 0, -0.01); DrawQuad(BLUE); glDisable(GL_BLEND); glKosSwapBuffers(); } int main(int argc, char **argv) { glKosInit(); InitGL(640, 480); ReSizeGLScene(640, 480); while(1) { DrawGLScene(); } return 0; }