It is a combination of 3D OpenGL and a combination of 3D hardware. This is not what I expect. If I combine both of these methods, I need the body that is closer to the screen to hide the body behind it. Regardless of the method it is assembled.
How we talked about at the beginning. Why did I make a ball through MAPTRIANGLE as a hardware image. I did it because I can't mix the Hardware method and the OpenGL method. Your program will display the OpenGL layer together with the hardware layer. It is well. To do this, I still need to compare the depth of the bodies and hide what is hidden behind the body closer. This would mean reading the Z-axis depths for the solids on both layers and writing only those to really see into the resulting layer.
You see, it's one complication after another. That's why I didn't choose OpenGL for the ball.