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Home/ Questions/Q 3695032
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Editorial Team
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Editorial Team
Asked: May 19, 20262026-05-19T04:34:07+00:00 2026-05-19T04:34:07+00:00

I’ve wasted around 30 hours this week writing and re-writing code, believing that I

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I’ve wasted around 30 hours this week writing and re-writing code, believing that I had misunderstood how the OpenGL depth buffer works. Everything I tried, failed. I have now resolved my problem by finding what may be an error in the Android implementation of OpenGL.

See this API entry:

http://www.opengl.org/sdk/docs/man/xhtml/glClearDepth.xml

void glClearDepth(GLclampd depth);

Specifies the depth value used when
the depth buffer is cleared. The
initial value is 1.

Android’s implementation has two versions of this command:

  • glClearDepthx which takes an integer
    value, clamped 0-1

  • glClearDepthf which takes a floating
    point value, clamped 0-1

If you use glClearDepthf(1) then you get the results you would expect. If you use glClearDepthx(1), as I was doing then you get different results. (Note that 1 is the default value, but calling the command with the argument 1 produces different results than not calling it at all.) Quite what is happening I do not know, but the depth buffer was being cleared to a value different from what I had specified.

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  1. Editorial Team
    Editorial Team
    2026-05-19T04:34:07+00:00Added an answer on May 19, 2026 at 4:34 am

    Try passing 65536 to glClearDepthx().

    GLfixed is S15.16 fixed-point, so 1.0 is represented by 2^16 or 65536.

    Also, you linked to the regular OpenGL documentation, not the OpenGL ES 1.1 docs.

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