DepthTest not working when zFar distance is raised

I am trying to render a couple of cubic objects (10 lines and 20 rows of them) each of them between 2 or 5 units in diameter. To have the camera see them all, I have to move it so far away, that they are past the clipping distance.
This is what I do to initiate the scene:


final GL gl = drawable.getGL();
int w = 500, h = 500;
float pos[] = { 5.0f, 5.0f, 10.0f, 0.0f };
gl.glShadeModel(GL.GL_SMOOTH);              // Enable Smooth Shading
gl.glClearDepth(1.0f);                      // Depth Buffer Setup
gl.glDepthFunc(GL.GL_LEQUAL);
gl.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST);  
gl.glEnable(GL.GL_TEXTURE_2D);
red = 1.0f;
green = 1.0f;
blue = 1.0f;
gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, pos, 0);
gl.glEnable(GL.GL_CULL_FACE);
gl.glEnable(GL.GL_LIGHTING);
gl.glEnable(GL.GL_LIGHT0);
gl.glEnable(GL.GL_DEPTH_TEST);
gl.glViewport(0, 0, w, h);
gl.glMatrixMode(GL.GL_PROJECTION);
gl.glLoadIdentity();
glu.gluPerspective(50.0, 1, 2.0, 40.0);
gl.glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
gl.glMatrixMode(GL.GL_MODELVIEW);     
gl.glEnable(GL.GL_NORMALIZE);

For (re-)drawing the scene I do:


GL gl = drawable.getGL();
if ((drawable instanceof GLJPanel) &&
  !((GLJPanel) drawable).isOpaque() &&
  ((GLJPanel) drawable).shouldPreserveColorBufferIfTranslucent()) {
  gl.glClear(GL.GL_DEPTH_BUFFER_BIT);
} else {
  gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
}
gl.glLoadIdentity();
        float divX = calcX();
        float divY = calcY();
        glu.gluLookAt(divX, divY, 50, 
        			  divX, divY, 0, 
                	  0, 1, 0);
        gl.glRotatef(view_rotx, 1.0f, 0.0f, 0.0f);
  		gl.glRotatef(view_roty, 0.0f, 1.0f, 0.0f);
  		for (int i = 0; i < g.getQuantity(); i ++) {
  			gl.glPushMatrix();
  				//caling the function, that draws the object
  			gl.glPopMatrix();
  		}

As soon as I specify a highter Zfar value by adding


gl.glDepthRange(1.0f, 90.0f);

to the display function, the Depth Testing fails completly. I have found references, that some zNear / zFar values break DepthTesting due to a limited accurency, but does that occur in such smal values?

Regards
Lorgarn

You’ll get more luck if you put this in the JOGL or LWJGL forum.

You should modify the clipping planes with “glu.gluPerspective(50.0, 1, NEAR, FAR);”

Just re-init your PROJECTION_MATRIX every frame, if you want to vary your depth.