Showing wireframe on some computers

My buddy tried a game of mine on his computer where I load 3d models from a text file. On my computer it runs ok, but on his it shows wire frames of models even though I specifically turn them off. Has anyone had problems like that before? I am using LWJGL as an openGL extension. You can see for yourself at www.javagamesfactory.org. The game is CroAsteroids. It’s weird. I’m sure i’ma doing something wrong, but it’s a kind of bug where you don’t know where to look for problems so I am hoping there is someone out there that could point me to the right direction.

p.s. That’s the worst kind: no errors but not getting what you thought you would. AAAAAaaaaaargh!!! I love it…sometimes I wonder if programmers are actually masochists of some type :smiley:

Your ship is (as are yours asteroids) constantly spinning. Is it possible maybe that you paint your front polys with FILL, and back with WIREFRAME somehow?

ths is how a part of my init GL looks like:

    GL11.glEnable(GL11.GL_TEXTURE_2D); //Enable Texture Mapping
    GL11.glShadeModel(GL11.GL_SMOOTH); //Enable Smooth Shading
    GL11.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); //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 Testing To Do
    GL11.glCullFace(GL11.GL_BACK);	//back facing polygons not drawn
    GL11.glEnable(GL11.GL_POLYGON_SMOOTH);
    GL11.glEnable(GL11.GL_LINE_SMOOTH);

I tried commenting out glCullFace it did ot change the effect. I wonder if it has to do with the depth because when you zoom in with + you get a nice looking spining object but when you zoom out with - you eventually get it all mangled with wireframe. Depth buffer? What is that number GL11.glClearDepth(1.0f) for?

Maybe you should try with
GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_FILL); ?

GL11.glClearDepth(1.0f) is depth to clear buffer to. (at the beggining of render process each frame)

at the moment it seems that i did not have glEnable(GL_CULLING). Ups :smiley: