ofMesh and texture : correct settings of detph test and cullface rendering

Dear OF Land,

I’m trying to draw an ofMesh with his texture from a collada file.
but I’m struggling with the depth test and the cullFace.

I’ve build my mesh and the uv mapping of the texture with Blender, and exported it to as a collada file
I’m loading the mesh vertices and texture coordinates with an home made loader (I can’t use the assimp loader as I need continuity in the indices and vertices numerotation)

In my collada loader class there is this settings (imgText is an ofImage)

ofDisableArbTex();
imgText.loadImage(pathImg);
ofEnableArbTex();
mesh.setMode(OF_PRIMITIVE_TRIANGLES);

Then it loads the coordinates …

then in the setup function of the ofApp

cTest.loadCollada("clown2.dae", "clown2.png",  1); //my home made loader
ofBackground(0);
vertex = 0;

ofEnableDepthTest();

glShadeModel(GL_SMOOTH);  

The draw function of the ofApp

ofTexture &tex = cTest.imgText.getTextureReference(); //get texture ref

ofPushMatrix();
ofSetColor(ofColor::white);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
ofTranslate(ofGetWidth()/2, ofGetHeight()/2, 580);
ofRotateY(mouseX);
tex.bind();
cTest.mesh.draw(OF_MESH_FILL);
tex.unbind();
glDisable(GL_CULL_FACE);
ofPopMatrix();

With this code it’s rendering correctly the front face and the back face is black, but there is some “transparency” effect when the face is showing his side (left image below). My texture is only transparent in

If I comment this line, there is no transparency effect but the back face is drawn with a texture (You can see the back face in the mouth).

glEnable(GL_CULL_FACE);

I get this

Is there a way to get rid of this transparency effect ?