Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 3500888
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 18, 20262026-05-18T12:47:24+00:00 2026-05-18T12:47:24+00:00

I’m creating a 3D OpenGL ES view on the iPhone and want to set

  • 0

I’m creating a 3D OpenGL ES view on the iPhone and want to set up a depth buffer, so I can use it. I’m calling glEnable(GL_DEPTH_TEST) and such, but because I haven’t set up the z-buffer, it does nothing.

I’m looking for an equivalent call to
glutInitDisplayMode(GLUT_DEPTH)

Any help would be most welcome. Thanks!

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-05-18T12:47:25+00:00Added an answer on May 18, 2026 at 12:47 pm

    As you suspect, you’ve no depth buffer. You’ll need to attach a depth buffer to your frame buffer in whatever UIView subclass you’ve created that uses a CAEAGLLayer as its layer.

    Supposing you’re working with Apple’s OpenGL ES Xcode template, the relevant UIView subclass is EAGLView. There’s a method in there, createFramebuffer, that is responsible for creating the frame buffer. Initially it’ll say:

    - (void)createFramebuffer
    {
        if (context && !defaultFramebuffer)
        {
            [EAGLContext setCurrentContext:context];
    
            // Create default framebuffer object.
            glGenFramebuffers(1, &defaultFramebuffer);
            glBindFramebuffer(GL_FRAMEBUFFER, defaultFramebuffer);
    
            // Create color render buffer and allocate backing store.
            glGenRenderbuffers(1, &colorRenderbuffer);
            glBindRenderbuffer(GL_RENDERBUFFER, colorRenderbuffer);
            [context renderbufferStorage:GL_RENDERBUFFER fromDrawable:(CAEAGLLayer *)self.layer];
            glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &framebufferWidth);
            glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &framebufferHeight);
    
            glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRenderbuffer);
    
            if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
                NSLog(@"Failed to make complete framebuffer object %x", glCheckFramebufferStatus(GL_FRAMEBUFFER));
        }
    }
    

    What that does is generates and binds a frame buffer, then it generates and binds a colour render buffer, gifts the colour buffer the inherent storage that comes with a CAEAGLLayer, grabs the frame dimensions for later and attaches the colour buffer to the render buffer.

    You need also to create and attach a depth buffer. Which should be as simple as (with a suitable instance variable added for depthRenderbuffer; typing directly in here):

    glGenRenderbuffers(1, &depthRenderbuffer);
    glBindRenderbuffer(GL_RENDERBUFFER, depthRenderbuffer);
    
    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, framebufferWidth, framebufferHeight);
    
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRenderbuffer);
    

    Which does what it looks like it does — generates and binds a render buffer, allocates it storage to be a 16bit depth buffer of the same dimensions as the colour buffer and then attaches it to the frame buffer.

    So, in total (untested):

    - (void)createFramebuffer
    {
        if (context && !defaultFramebuffer)
        {
            [EAGLContext setCurrentContext:context];
    
            // Create default framebuffer object.
            glGenFramebuffers(1, &defaultFramebuffer);
            glBindFramebuffer(GL_FRAMEBUFFER, defaultFramebuffer);
    
            // Create color render buffer and allocate backing store.
            glGenRenderbuffers(1, &colorRenderbuffer);
            glBindRenderbuffer(GL_RENDERBUFFER, colorRenderbuffer);
            [context renderbufferStorage:GL_RENDERBUFFER fromDrawable:(CAEAGLLayer *)self.layer];
            glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &framebufferWidth);
            glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &framebufferHeight);
    
            glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRenderbuffer);
    
            // Create depth render buffer and allocate backing store.
            glGenRenderbuffers(1, &depthRenderbuffer);
            glBindRenderbuffer(GL_RENDERBUFFER, depthRenderbuffer);
    
            glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, framebufferWidth, framebufferHeight);
    
            glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRenderbuffer);
    
            if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
                NSLog(@"Failed to make complete framebuffer object %x", glCheckFramebufferStatus(GL_FRAMEBUFFER));
        }
    }
    
    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

I want use html5's new tag to play a wav file (currently only supported
link Im having trouble converting the html entites into html characters, (&# 8217;) i
I want to count how many characters a certain string has in PHP, but
I am trying to understand how to use SyndicationItem to display feed which is
I have a jquery bug and I've been looking for hours now, I can't
I have a string like this: La Torre Eiffel paragonata all’Everest What PHP function
I have a French site that I want to parse, but am running into
I'm parsing an RSS feed that has an ’ in it. SimpleXML turns this
I want to show the soap response to UIWebview.. my soap response is, <p><img
Does anyone know how can I replace this 2 symbol below from the string

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.