Okay, so my problem is that I’ve got two enemy sprites on screen, and they each show whats behind them, like if I have a wall behind them then it shows them, then the wall, but if one enemy is half behind the other it gets cut off. Any idea why this is happening?
This is how I got openGL set up:
private void initGL() {
/* OpenGL */
int width = Display.getDisplayMode().getWidth();
int height = Display.getDisplayMode().getHeight();
GL11.glViewport(0, 0, width, height); // Reset The Current Viewport
GL11.glMatrixMode(GL11.GL_PROJECTION); // Select The Projection Matrix
GL11.glLoadIdentity(); // Reset The Projection Matrix
GLU.gluPerspective(45.0f, ((float) width / (float) height), 0.1f, 1000.0f); // Calculate The Aspect Ratio Of The Window
GL11.glMatrixMode(GL11.GL_MODELVIEW); // Select The Modelview Matrix
GL11.glLoadIdentity(); // Reset The Modelview Matrix
GL11.glShadeModel(GL11.GL_SMOOTH); // Enables Smooth Shading
GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background
GL11.glClearDepth(1.0f); // Depth Buffer Setup
GL11.glEnable(GL11.GL_DEPTH_TEST); // Enables Depth Testing
GL11.glDepthFunc(GL11.GL_LEQUAL); // The Type Of Depth Test To Do
GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); // Really Nice Perspective Calculations
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
}