I'm trying to learn how to write some code to draw a cube and rotate it. I decided to draw them using triangles and after I drew 3 sides of the cube, I quickly realized there was an issue where the white side of the cube would overlap the red and blue faces and the blue would overlap the red face.
I did notice that: - the white face is drawn last - the blue face is drawn before the white face - the red face is drawn before the blue face
I suspect this may be causing the problem since the white is drawn on top of the blue and blue on top of the red.
Am I on the right track? Can anyone help me find a solution to this problem?
import org.lwjgl.LWJGLException;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
import static org.lwjgl.opengl.GL11.*;
public class RubiksCube {
int angle = 0;
public void start() {
final int width = 800;
final int height = 600;
try {
Display.setDisplayMode(new DisplayMode(width, height));
Display.create();
} catch (LWJGLException e) {
// TODO Auto-generated catch block
e.printStackTrace();
System.exit(0);
}
// init OpenGL here
while (!Display.isCloseRequested()) {
render();
angle = (angle+1)%360;
Display.update();
try {
Thread.sleep(10);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
Display.destroy();
}
public void render(){
float edgeLength= 20.0f;
edgeLength /= 2.0f;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0f, Display.getDisplayMode().getWidth(), Display.getDisplayMode().getHeight(), 0.0f, -50.0f, 50.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //clear screen
glPushMatrix();
glTranslatef((Display.getWidth()/2), (Display.getHeight()/2), 0.0f);
glRotatef(angle, 1.0f, 1.0f, 1.0f);
glBegin(GL_TRIANGLES);
//Back
glColor3f(1.0f, 0.0f, 0.0f);
glVertex3f(-edgeLength, edgeLength, edgeLength);
glVertex3f(-edgeLength, -edgeLength, edgeLength);
glVertex3f(edgeLength, -edgeLength, edgeLength);
glVertex3f(-edgeLength, edgeLength, edgeLength);
glVertex3f(edgeLength, edgeLength, edgeLength);
glVertex3f(edgeLength, -edgeLength, edgeLength);
//Front
glColor3f(0.0f, 0.0f, 1.0f);
glVertex3f(-edgeLength, edgeLength, -edgeLength);
glVertex3f(-edgeLength, -edgeLength, -edgeLength);
glVertex3f(edgeLength, -edgeLength, -edgeLength);
glVertex3f(-edgeLength, edgeLength, -edgeLength);
glVertex3f(edgeLength, edgeLength, -edgeLength);
glVertex3f(edgeLength, -edgeLength, -edgeLength);
// Right
glColor3f(1.0f, 1.0f, 1.0f);
glVertex3f(edgeLength, edgeLength, -edgeLength);
glVertex3f(edgeLength, -edgeLength, -edgeLength);
glVertex3f(edgeLength, -edgeLength, edgeLength);
glVertex3f(edgeLength, edgeLength, -edgeLength);
glVertex3f(edgeLength, edgeLength, edgeLength);
glVertex3f(edgeLength, -edgeLength, edgeLength);
glEnd();
glPopMatrix();
}
}
Request a depth buffer and enable depth testing via glEnable(GL_DEPTH_TEST)
.