I\'m unable to get the depth buffer working correctly on Android OpenGL ES 2.0. Regardless of what I do, the objects are always render in the order provided and completely i
I had the same problem. I fixed it by using a 24-bit depth buffer instead of the default, which is 16 bits (so selecting a 16-bit depth buffer won't make any difference). I used
myGlSurfaceView.setEGLConfigChooser(8,8,8,8,24,0);
Incidentally I had the same problem, with effectively the same solution, on iOS (my code is a portable map renderer, so I need it to run on lots of platforms). The iOS fix was to call
self.drawableDepthFormat = GLKViewDrawableDepthFormat24;
in the init function of my GLKView-derived class.