How to increase depth of window in OpenGL?












1















In the assignment, I'm working on, I have to create a huge box in an OpenGL window and be able to rotate it.



A window is being created by this code:



  window = glfwCreateWindow(1000, 1000, "Window for Box", NULL, NULL);


This first 1000 in the above line corresponds to the width of the window where the second 1000 window corresponds to the height of the window.
Now, when I open the lid of the box I've created and rotated it, it looks like this:



box with lid open in OpenGL



The yellow coloured square is the lid and it is opened. You can see that it doesn't look like a box as the depth of the window is less and the box is cut with a white surface. How can I increase the window size to display box perfectly?










share|improve this question





























    1















    In the assignment, I'm working on, I have to create a huge box in an OpenGL window and be able to rotate it.



    A window is being created by this code:



      window = glfwCreateWindow(1000, 1000, "Window for Box", NULL, NULL);


    This first 1000 in the above line corresponds to the width of the window where the second 1000 window corresponds to the height of the window.
    Now, when I open the lid of the box I've created and rotated it, it looks like this:



    box with lid open in OpenGL



    The yellow coloured square is the lid and it is opened. You can see that it doesn't look like a box as the depth of the window is less and the box is cut with a white surface. How can I increase the window size to display box perfectly?










    share|improve this question



























      1












      1








      1








      In the assignment, I'm working on, I have to create a huge box in an OpenGL window and be able to rotate it.



      A window is being created by this code:



        window = glfwCreateWindow(1000, 1000, "Window for Box", NULL, NULL);


      This first 1000 in the above line corresponds to the width of the window where the second 1000 window corresponds to the height of the window.
      Now, when I open the lid of the box I've created and rotated it, it looks like this:



      box with lid open in OpenGL



      The yellow coloured square is the lid and it is opened. You can see that it doesn't look like a box as the depth of the window is less and the box is cut with a white surface. How can I increase the window size to display box perfectly?










      share|improve this question
















      In the assignment, I'm working on, I have to create a huge box in an OpenGL window and be able to rotate it.



      A window is being created by this code:



        window = glfwCreateWindow(1000, 1000, "Window for Box", NULL, NULL);


      This first 1000 in the above line corresponds to the width of the window where the second 1000 window corresponds to the height of the window.
      Now, when I open the lid of the box I've created and rotated it, it looks like this:



      box with lid open in OpenGL



      The yellow coloured square is the lid and it is opened. You can see that it doesn't look like a box as the depth of the window is less and the box is cut with a white surface. How can I increase the window size to display box perfectly?







      opengl glfw






      share|improve this question















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      share|improve this question








      edited Nov 19 '18 at 7:15









      Kromster

      4,64864886




      4,64864886










      asked Nov 19 '18 at 5:40









      LightLight

      10410




      10410
























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          The window is 2D, it has no depth. What you're looking for is a projection matrix. If you have used glOrtho(), the last parameter defines how far from the camera a fragment can be, to still be visible. If you have defined your own projection matrix set the zFar value to be greater than the z coordinates of all your vertices.



          Alternatively you can use depth clamping: https://www.khronos.org/opengl/wiki/Vertex_Post-Processing#Depth_clamping






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            1 Answer
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            1 Answer
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            active

            oldest

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            active

            oldest

            votes






            active

            oldest

            votes









            2














            The window is 2D, it has no depth. What you're looking for is a projection matrix. If you have used glOrtho(), the last parameter defines how far from the camera a fragment can be, to still be visible. If you have defined your own projection matrix set the zFar value to be greater than the z coordinates of all your vertices.



            Alternatively you can use depth clamping: https://www.khronos.org/opengl/wiki/Vertex_Post-Processing#Depth_clamping






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              The window is 2D, it has no depth. What you're looking for is a projection matrix. If you have used glOrtho(), the last parameter defines how far from the camera a fragment can be, to still be visible. If you have defined your own projection matrix set the zFar value to be greater than the z coordinates of all your vertices.



              Alternatively you can use depth clamping: https://www.khronos.org/opengl/wiki/Vertex_Post-Processing#Depth_clamping






              share|improve this answer




























                2












                2








                2







                The window is 2D, it has no depth. What you're looking for is a projection matrix. If you have used glOrtho(), the last parameter defines how far from the camera a fragment can be, to still be visible. If you have defined your own projection matrix set the zFar value to be greater than the z coordinates of all your vertices.



                Alternatively you can use depth clamping: https://www.khronos.org/opengl/wiki/Vertex_Post-Processing#Depth_clamping






                share|improve this answer















                The window is 2D, it has no depth. What you're looking for is a projection matrix. If you have used glOrtho(), the last parameter defines how far from the camera a fragment can be, to still be visible. If you have defined your own projection matrix set the zFar value to be greater than the z coordinates of all your vertices.



                Alternatively you can use depth clamping: https://www.khronos.org/opengl/wiki/Vertex_Post-Processing#Depth_clamping







                share|improve this answer














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                edited Nov 19 '18 at 12:12

























                answered Nov 19 '18 at 5:50









                Rhu MageRhu Mage

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