From 1be3c2f2601397426af275897f1a1ee8c1876f08 Mon Sep 17 00:00:00 2001
From: Christophe Geuzaine <cgeuzaine@ulg.ac.be>
Date: Wed, 29 Dec 2004 22:30:09 +0000
Subject: [PATCH] simpler solution to 2D primitive sorting problem

---
 Graphics/Draw.cpp | 25 +++++++------------------
 1 file changed, 7 insertions(+), 18 deletions(-)

diff --git a/Graphics/Draw.cpp b/Graphics/Draw.cpp
index 48e4612de2..8e174a6759 100644
--- a/Graphics/Draw.cpp
+++ b/Graphics/Draw.cpp
@@ -1,4 +1,4 @@
-// $Id: Draw.cpp,v 1.68 2004-12-29 22:03:05 geuzaine Exp $
+// $Id: Draw.cpp,v 1.69 2004-12-29 22:30:09 geuzaine Exp $
 //
 // Copyright (C) 1997-2004 C. Geuzaine, J.-F. Remacle
 //
@@ -47,12 +47,6 @@ void Draw3d(void)
   glPopMatrix();
 }
 
-double GetClip(){
-  double maxz = MAX(fabs(CTX.min[2]), fabs(CTX.max[2]));
-  if(maxz < CTX.lc) maxz = CTX.lc;
-  return maxz * CTX.s[2] * CTX.clip_factor;
-}
-
 void Draw2d(void)
 {
   glDisable(GL_DEPTH_TEST);
@@ -61,19 +55,12 @@ void Draw2d(void)
 
   glMatrixMode(GL_PROJECTION);
   glLoadIdentity();
-  // draw directly in screen coords. The special near and far clipping
-  // planes and the translation are there for GL2PS: without this,
-  // GL2PS has no way to know that the 2D primitives should be drawn
-  // "in front" of the scene. It's a hack, but it's the only way if we
-  // don't want special GL2PS commands to tell that some special
-  // primitives should be sorted in a non-standard way.
-  double clip = GetClip();
   glOrtho((double)CTX.viewport[0], (double)CTX.viewport[2],
-          (double)CTX.viewport[1], (double)CTX.viewport[3], -clip, clip);
+          (double)CTX.viewport[1], (double)CTX.viewport[3], -1., 1.);
+  // hack to make the 2D primitives appear "in front" in GL2PS
+  glTranslated(0.0, 0.0, CTX.clip_factor ? 1./CTX.clip_factor : 0.);
   glMatrixMode(GL_MODELVIEW);
   glLoadIdentity();
-  // make sure that all the 2D stuff gets printed in front
-  glTranslated(0.0, 0.0, 0.9*clip);
   glPushMatrix();
   Draw_Graph2D();
   Draw_Text2D();
@@ -156,7 +143,9 @@ void Orthogonalize(int x, int y)
   // Mesa on Linux; with hardware acceleration or on Windows
   // everyhting seems to be fine).
   if(CTX.ortho) {
-    double clip = GetClip();
+    double maxz = MAX(fabs(CTX.min[2]), fabs(CTX.max[2]));
+    if(maxz < CTX.lc) maxz = CTX.lc;
+    double clip = maxz * CTX.s[2] * CTX.clip_factor;
     glOrtho(CTX.vxmin, CTX.vxmax, CTX.vymin, CTX.vymax, -clip, clip);
     glMatrixMode(GL_MODELVIEW);
     glLoadIdentity();
-- 
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