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It appears that the issue was a combination of setting the perspective matrix correctly, ensuring a proper coordinate system, and getting the right number of depth bits/ensuring the depth buffer was properly enabled. It looks like sf::RenderWindow is intended for 2D rendering, so I should be using sf::Window instead as well. Still having issues with gluLookAt(), but that's a different problem.

Update: I believe a big part of the problem was coming from 'glEnable(GL_CULL_FACE)' and then proceeding to use the wrong winding... whoops.

It appears that the issue was a combination of setting the perspective matrix correctly, ensuring a proper coordinate system, and getting the right number of depth bits/ensuring the depth buffer was properly enabled. It looks like sf::RenderWindow is intended for 2D rendering, so I should be using sf::Window instead as well. Still having issues with gluLookAt(), but that's a different problem.

It appears that the issue was a combination of setting the perspective matrix correctly, ensuring a proper coordinate system, and getting the right number of depth bits/ensuring the depth buffer was properly enabled. It looks like sf::RenderWindow is intended for 2D rendering, so I should be using sf::Window instead as well. Still having issues with gluLookAt(), but that's a different problem.

Update: I believe a big part of the problem was coming from 'glEnable(GL_CULL_FACE)' and then proceeding to use the wrong winding... whoops.

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It appears that the issue was a combination of setting the perspective matrix correctly, ensuring a proper coordinate system, and getting the right number of depth bits/ensuring the depth buffer was properly enabled. It looks like sf::RenderWindow is intended for 2D rendering, so I should be using sf::Window instead as well. Still having issues with gluLookAt(), but that's a different problem.