Sign up ×
Game Development Stack Exchange is a question and answer site for professional and independent game developers. It's 100% free, no registration required.

I want to draw cubes using textures.

void OperateWithMainMatrix(ESContext* esContext, GLfloat offsetX, GLfloat offsetY, GLfloat offsetZ) {

UserData *userData = (UserData*) esContext->userData;
ESMatrix modelview;
ESMatrix perspective;
    //Manipulation with matrix 
    glVertexAttribPointer(userData->positionLoc, 3, GL_FLOAT, GL_FALSE, 0, cubeFaces);
    //in cubeFaces coordinates verticles cube
    glVertexAttribPointer(userData->normalLoc, 3, GL_FLOAT, GL_FALSE, 0, cubeFaces);
    //for normals (use in fragment shaider for textures)


    // Load the MVP matrix
    glUniformMatrix4fv(userData->mvpLoc, 1, GL_FALSE, 

    //Bind base map
    glBindTexture(GL_TEXTURE_CUBE_MAP, userData->baseMapTexId);

    //Set the base map sampler to texture unit to 0
    glUniform1i(userData->baseMapLoc, 0);

   // Draw the cube
    glDrawArrays(GL_TRIANGLES, 0, 36);

(coordinates transformation is in OperateWithMainMatrix() ) Then Draw() function is called:

void Draw(ESContext *esContext)
   UserData *userData = esContext->userData;
   // Set the viewport
   glViewport(0, 0, esContext->width, esContext->height);

   // Clear the color buffer

   // Use the program object

  OperateWithMainMatrix(esContext, 0.0f, 0.0f, 0.0f);

  eglSwapBuffers(esContext->eglDisplay, esContext->eglSurface);

This work fine, but if I try to draw multiple cubes (next code for example):

void Draw(ESContext *esContext)
{ ...

    // Use the program object

    OperateWithMainMatrix(esContext, 2.0f, 0.0f, 0.0f);
    OperateWithMainMatrix(esContext, 1.0f, 0.0f, 0.0f);
    OperateWithMainMatrix(esContext, 0.0f, 0.0f, 0.0f);
    OperateWithMainMatrix(esContext, -1.0f, 0.0f, 0.0f);
    OperateWithMainMatrix(esContext, -2.0f, 0.0f, 0.0f);
    eglSwapBuffers(esContext->eglDisplay, esContext->eglSurface);

A side faces overlapes frontal face. The side face of the right cube overlaps frontal face of the center cube. How can i remove this effect and display miltiple cubes without it?

share|improve this question

1 Answer 1

up vote 0 down vote accepted

You need to turn on depth testing:

    gl.glClearDepth(1.0f); // Set depth's clear-value to farthest
    gl.glEnable(GL2.GL_DEPTH_TEST); // Enables depth-buffer for hidden
                                    // surface removal
    gl.glDepthFunc(GL2.GL_LEQUAL); // The type of depth testing to do
share|improve this answer

Your Answer


By posting your answer, you agree to the privacy policy and terms of service.

Not the answer you're looking for? Browse other questions tagged or ask your own question.