   Depth Buffer doesn't want to enable
  Well, I'm going a little crazy because of this, and I'm sure it's something stupid. But I can't seem to get the depth test working. I'm sure all I should have to do is this (mind you, it's in C#, but the same thing happens using normal GL in C/C++, using a custom binding because Tao sucks :P):gl.ClearDepth(1); //Don't say it's cause this isn't a float, you're supposed to pass it a double!gl.Enable(glCap.DepthTest);gl.DepthFunc(glFunction.LessOrEqual);and later in the code before drawing, clear it by using:gl.Clear(glBuffer.Color | glBuffer.Depth);I've checked the enumeration values and they match the GL standard, so that's not the issue, and my friend who is helping write the bindings (and some other stuff) has written code that works just fine doing the same thing.the code is just NeHe 5 converted for use in our binding.Example of what's happening - http://img65.imageshack.us/img65/8402/noblur1wv.pngThanks.   
  Did you request a depth buffer when you created the window? No depth buffer unless you ask for it.   ;  yes, I did. I requested a 16 bit depth buffer. Both my friend and I used the glContext control we came up with, so that shouldn't be the problem.   ;  Then post more code. Nothing wrong with what you posted alredy.And while we're at it, check that you actually got a depth buffer (in case the OS decided to not give you one even though you requested it). Put glGetIntegerv(GL_DEPTH_BITS, &myGLuint) (or the corresponding code for C#) at the same point where you enable depth testing and set depth test function. It returns the number of bits in the depth buffer.   ;  well, I guess the only other relevant code is this:int pixformat;  HWND = this.Handle;  gdi.PixelFormatDescriptor pfd = new gdi.PixelFormatDescriptor();  pfd.Size = (short)Marshal.SizeOf(pfd);  pfd.Version = 1;  pfd.dwFlags = (int)(gdi.PixelFormatFlags.DoubleBuffer | gdi.PixelFormatFlags.SupportOpenGL | gdi.PixelFormatFlags.DrawToWindow);  pfd.PixelType = 0;  pfd.ColorBits = colorbits;  pfd.RedBits = 0;  pfd.RedShift = 0;  pfd.GreenBits = 0;  pfd.GreenShift = 0;  pfd.BlueBits = 0;  pfd.BlueShift = 0;  pfd.AlphaBits = 0;  pfd.AlphaShift = 0;  pfd.AccumBits = accbits;  pfd.AccumRedBits = 0;  pfd.AccumGreenBits = 0;  pfd.AccumBlueBits = 0;  pfd.AccumAlphaBits = 0;  pfd.DepthBits = depthbits;  pfd.StencilBits = stencilbits;  pfd.AuxBuffers = 0;  pfd.LayerType = 0;  pfd.Reserved = 0;  pfd.dwLayerMask = 0;  pfd.dwVisibleMask = 0;  pfd.dwDamageMask = 0;  DC = user.GetDeviceContext(HWND);  pixformat = gdi.ChoosePixelFormat(DC, ref pfd);  gdi.SetPixelFormat(DC, pixformat, ref pfd);  RC = wgl.CreateContext(DC);the buffer depth values are all properties set through the form editor, they are currently set to:Accum: 0Color: 32Depth: 16Stencil: 8pixformat returns a valid pixel format matching what I requested.   ;  I probably edited my post while you were writing yours so you didn't see it, but there's still one question left in my last post.   ;  ah, I figured it out, I was being stupid and forgot to do a MakeCurrent before doing those GL commands. Thanks for trying to help anyway :) (See, it's always something stupid that causes problems)   