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Home/ Questions/Q 979421
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Editorial Team
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Editorial Team
Asked: May 16, 20262026-05-16T04:13:00+00:00 2026-05-16T04:13:00+00:00

I’m going to have meshes with several coplanar polygons, all lying in a certain

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I’m going to have meshes with several coplanar polygons, all lying in a certain plane, that I’m not going to be able to eliminate.

These polygons have a specific draw order. Some polygons are behind other polygons. If I turn off depth testing I’ll have the effect I want, but I want to be able to position this mesh in a 3D scene.

I do not trust glPolygonOffset because I’ll potentially have several of these overlapping polygons and am am worried about the cumulative effects of the offset.

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  1. Editorial Team
    Editorial Team
    2026-05-16T04:13:01+00:00Added an answer on May 16, 2026 at 4:13 am

    If I turn off depth testing I’ll have the effect I want, but I want to be able to position this mesh in a 3D scene.

    Simply disable writing to z-buffer, without disabling depth test.

    glDepthMask(GL_FALSE);

    Make sure to render all polygons that doesn’t require glDepthMask(GL_FALSE) before rendering any polygons with glDepthMask(GL_FALSE); Otherwise object will be incorrectly positioned.

    If you can’t do that, then you should change your geometry or use texture instead.

    glDepthMask documentation

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