diff --git a/Graphics/Draw.cpp b/Graphics/Draw.cpp index a12fe3d937a88b8671033dc46de66c0e26cdf4f9..48e4612de2c9d85df3c6e9a9165586ec768f4851 100644 --- a/Graphics/Draw.cpp +++ b/Graphics/Draw.cpp @@ -1,4 +1,4 @@ -// $Id: Draw.cpp,v 1.67 2004-12-27 16:13:45 geuzaine Exp $ +// $Id: Draw.cpp,v 1.68 2004-12-29 22:03:05 geuzaine Exp $ // // Copyright (C) 1997-2004 C. Geuzaine, J.-F. Remacle // @@ -47,6 +47,12 @@ 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); @@ -55,12 +61,19 @@ void Draw2d(void) glMatrixMode(GL_PROJECTION); glLoadIdentity(); - // to draw directly in screen coords + // 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], -1., 1.); + (double)CTX.viewport[1], (double)CTX.viewport[3], -clip, clip); 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(); @@ -143,9 +156,7 @@ void Orthogonalize(int x, int y) // Mesa on Linux; with hardware acceleration or on Windows // everyhting seems to be fine). if(CTX.ortho) { - 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; + double clip = GetClip(); glOrtho(CTX.vxmin, CTX.vxmax, CTX.vymin, CTX.vymax, -clip, clip); glMatrixMode(GL_MODELVIEW); glLoadIdentity();