I have a simple OpenGL program that renders terrain with a texture. It exhibits some strange behaviors (see video) that look similar to depth test issues. However, I have already enabled depth test. Where else can I look to solve this problem?
This is the relevant setup code
glEnable(GL_BLEND); glEnable(GL_DEPTH_TEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); ... VBO and texture setup .. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); projectionMatrix = glm::frustum(-2.0, 2.0, -2.0, 2.0, 1.0, 10000.0); ... rendering stuff ... glFlush(); swapEGLBuffers();