im trying to learn opengl and when i use depth test the faces slowly disappear im not sure what's happening and i can't find anything online
drawing code:
GLHelper.Clear();
GL.Enable(EnableCap.DepthTest);
shader.Use();
shader.SetMatrix("projection", Matrix4.CreatePerspectiveFieldOfView(MathHelper.PiOver2, (float)Width / (float)Height, 0.01f, 1000.0f));
shader.SetMatrix("view", Matrix4.LookAt(new Vector3(0,0,10),new Vector3(),Vector3.UnitY));
shader.SetMatrix("transform",Matrix4.CreateRotationY((float)time));
mesh.Draw();
SwapBuffers();
mesh.draw:
GL.EnableVertexAttribArray(1);
GL.EnableVertexAttribArray(2);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, IBO);
GL.DrawElements(BeginMode.Triangles, indices.Length, DrawElementsType.UnsignedInt, 0);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
GL.DisableVertexAttribArray(1);
GL.DisableVertexAttribArray(2);
shader code:
#version 440 core
layout (location = 0) in vec3 position;
layout(location = 1) in vec4 color;
uniform mat4 transform;
uniform mat4 projection;
uniform mat4 view;
out vec4 fragcolor;
void main(void)
{
gl_Position = projection * view * transform * vec4(position,1.0);
//temp
fragcolor = color;
}
When you enable the Depth Test, then you've to clear the depth buffer beside the color buffer.
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
Since depth value of the fragment is tested against the corresponding depth value in the buffer, the depth buffer has to be cleared at the begin of the frame.