Code is below. When the program runs, it generates a more or less correct image, but there are some graphical glitches. Here are some images:. Any ideas on what could be causing this? The weirdest part is that the issue appears to form on triangles, even though the image is being drawn with polygons (quads).
void buildList() {
cubelist = glGenLists(1);
glNewList(cubelist,GL_COMPILE);
// Multi-colored side - FRONT
glBegin(GL_POLYGON);
glColor3b(0,0,0);
glVertex3f( -0.5, -0.5, -0.5);
glVertex3f( -0.5, 0.5, -0.5);
glVertex3f( 0.5, 0.5, -0.5);
glVertex3f( 0.5, -0.5, -0.5);
// Black side - BACK
glBegin(GL_POLYGON);
glColor3b(0,0,0);
glVertex3f( 0.5, -0.5, 0.5 );
glVertex3f( 0.5, 0.5, 0.5 );
glVertex3f( -0.5, 0.5, 0.5 );
glVertex3f( -0.5, -0.5, 0.5 );
glEnd();
// Purple side - RIGHT
glBegin(GL_POLYGON);
glColor3f( 1.0, 0.0, 1.0 );
glVertex3f( 0.5, -0.5, -0.5 );
glVertex3f( 0.5, 0.5, -0.5 );
glVertex3f( 0.5, 0.5, 0.5 );
glVertex3f( 0.5, -0.5, 0.5 );
glEnd();
// Green side - LEFT
glBegin(GL_POLYGON);
glColor3f( 0.0, 1.0, 0.0 );
glVertex3f( -0.5, -0.5, 0.5 );
glVertex3f( -0.5, 0.5, 0.5 );
glVertex3f( -0.5, 0.5, -0.5 );
glVertex3f( -0.5, -0.5, -0.5 );
glEnd();
// Blue side - TOP
glBegin(GL_POLYGON);
glColor3f( 0.0, 0.0, 1.0 );
glVertex3f( 0.5, 0.5, 0.5 );
glVertex3f( 0.5, 0.5, -0.5 );
glVertex3f( -0.5, 0.5, -0.5 );
glVertex3f( -0.5, 0.5, 0.5 );
glEnd();
// Red side - BOTTOM
glBegin(GL_POLYGON);
glColor3f( 1.0, 0.0, 0.0 );
glVertex3f( 0.5, -0.5, -0.5 );
glVertex3f( 0.5, -0.5, 0.5 );
glVertex3f( -0.5, -0.5, 0.5 );
glVertex3f( -0.5, -0.5, -0.5 );
glEnd();
glEndList();
}
void setupGL() {
glClearColor(1, 1, 1, 0);
glEnable(GL_DEPTH_CLAMP);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glCullFace(GL_FRONT_AND_BACK);
}
int main(int, char const**)
{
sf::Window window(sf::VideoMode(1600, 1200), "OpenGL", sf::Style::Default, sf::ContextSettings(32));
window.setVerticalSyncEnabled(true);
//initWorld();
setupGL();
buildList();
while (running)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Process events
sf::Event event;
handleInput(window);
while (window.pollEvent(event))
{
// Close window: exit
if (event.type == sf::Event::Closed) {
running = false;
}
// Escape pressed: exit
if (event.type == sf::Event::KeyPressed && event.key.code == sf::Keyboard::Escape) {
running = false;
}
}
glCallList(cubelist);
// Update the window (c is a "Camera" object that just sets the perspective. I can provide code if necessary)
c.draw();
window.display();
}
return EXIT_SUCCESS;
}
EDIT: So changing the GL_POLYGONS statements to GL_QUADS seemed to fix the problem, but I'm still somewhat curious as to why.