My program below must display a cube in rotation illuminated with a simple light. The problem is the cube is flashing. When I withdraw the call glEnable(GL_DEPTH_TEST) the cube is not flashing but I can see the faces inside it (it's normal because there is no depth test). However this call is essential. So I don't understand why the call of this function does not work correctly.
Here's my code :
#include <iostream>
#include <SDL/SDL.h>
#include <gl/glut.h>
const static int WIDTH = 640;
const static int HEIGHT = 480;
GLfloat angle = 0.0f;
static GLfloat position[4] = {0.0, 50.0, -50.0, 1.0};
static GLfloat diffuse[3] = {0.64, 0.64, 0.64};
static GLfloat specular[3] = {0.64, 0.64, 0.64};
static GLfloat emissive[3] = {0.0, 0.0, 1.0};
static GLfloat vertices[72] =
{
1.000000, -1.000000, -1.000000, //V1
1.000000, -1.000000, 1.000000, //V2
-1.000000, -1.000000, 1.000000, //V3
-1.000000, -1.000000, -1.000000, //V4
1.000000, 1.000000, -0.999999, //V5
-1.000000, 1.000000, -1.000000, //V8
-1.000000, 1.000000, 1.000000, //V7
0.999999, 1.000000, 1.000001, //V6
1.000000, -1.000000, -1.000000, //V1
1.000000, 1.000000, -0.999999, //V5
0.999999, 1.000000, 1.000001, //V6
1.000000, -1.000000, 1.000000, //V2
1.000000, -1.000000, 1.000000, //V2
0.999999, 1.000000, 1.000001, //V6
-1.000000, 1.000000, 1.000000, //V7
-1.000000, -1.000000, 1.000000, //V3
-1.000000, -1.000000, 1.000000, //V3
-1.000000, 1.000000, 1.000000, //V7
-1.000000, 1.000000, -1.000000, //V8
-1.000000, -1.000000, -1.000000, //V4
1.000000, 1.000000, -0.999999, //V5
1.000000, -1.000000, -1.000000, //V1
-1.000000, -1.000000, -1.000000, //V4
-1.000000, 1.000000, -1.000000 //V8
};
static GLfloat normals[72] =
{
0.000000, -1.000000, 0.000000,
0.000000, -1.000000, 0.000000,
0.000000, -1.000000, 0.000000,
0.000000, -1.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 1.000000, 0.000000,
1.000000, 0.000000, 0.000000,
1.000000, 0.000000, 0.000000,
1.000000, 0.000000, 0.000000,
1.000000, 0.000000, 0.000000,
-0.000000, -0.000000, 1.000000,
-0.000000, -0.000000, 1.000000,
-0.000000, -0.000000, 1.000000,
-0.000000, -0.000000, 1.000000,
-1.000000, -0.000000, -0.000000,
-1.000000, -0.000000, -0.000000,
-1.000000, -0.000000, -0.000000,
-1.000000, -0.000000, -0.000000,
0.000000, -0.000000, -1.000000,
0.000000, -0.000000, -1.000000,
0.000000, -0.000000, -1.000000,
0.000000, -0.000000, -1.000000
};
static void eventListener(SDL_Event *pEvent, bool *pContinue)
{
while (SDL_PollEvent(pEvent))
{
switch(pEvent->type)
{
case SDL_QUIT:
*pContinue = false;
break;
case SDL_KEYDOWN:
switch (pEvent->key.keysym.sym)
{
case SDLK_ESCAPE:
*pContinue = false;
break;
}
}
}
}
static void beginRender(void)
{
/*Perspective*/
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glViewport(0, 0, WIDTH, HEIGHT);
gluPerspective(60.0, (float)(WIDTH/HEIGHT), 0.0f, 1000.0f);
gluLookAt(0.0f, 0.0, 7.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);
/*Clear screen*/
glClearDepth(1.0f);
glClearColor(0.13f, 0.12f, 0.13f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/*Prepare model transformations*/
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
/*Light settings*/
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
/*Depth test*/
glEnable(GL_DEPTH_TEST); //PROBLEM COMES FROM HERE
}
static void renderFrame(void)
{
/*light position*/
glLightfv(GL_LIGHT0, GL_POSITION, position);
/*Model transformations*/
glPushMatrix();
glRotatef(angle, 0.0f, 1.0f, 1.0f);
/*Light materials*/
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, specular);
glMaterialfv(GL_FRONT, GL_EMISSION, emissive);
glMateriali(GL_FRONT, GL_SHININESS, 10);
/*Model rendering*/
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, vertices);
glNormalPointer(GL_FLOAT, 0, normals);
glDrawArrays(GL_QUADS, 0, 24);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
angle += 0.010f;
glPopMatrix();
}
static void endRender(void)
{
glFlush();
SDL_GL_SwapBuffers();
}
static void startRendering(void)
{
bool continuer = true;
SDL_Event event;
while (continuer)
{
eventListener(&event, &continuer);
beginRender();
renderFrame();
endRender();
}
}
int main(int ac, char **av)
{
SDL_Init(SDL_INIT_VIDEO);
SDL_WM_SetCaption("Test luminosity",NULL);
SDL_SetVideoMode(WIDTH, HEIGHT, 32, SDL_OPENGL | SDL_DOUBLEBUF);
startRendering();
SDL_Quit();
return (0);
}
Here's the screen with glEnable(GL_DEPTH_TEST) (faces are flashing)
And without this call (no flashing display but not depth test)
I tried several code combination without success.
Does anyone can help me ?
Thanks in advance for your help.