- if (f->body_transparency >= 0.001)
- {
- count += draw_arm (mi, f, True, f->hand_rot[0], f->hand_pos[0]);
- count += draw_arm (mi, f, False, f->hand_rot[1], f->hand_pos[1]);
- count += draw_body (mi, f, False);
- count += draw_body (mi, f, True);
- count += draw_dome (mi, f);
- }
+ if (f->body_transparency >= 0.001)
+ {
+ count += draw_arm (mi, f, True, f->hand_rot[0], f->hand_pos[0]);
+ count += draw_arm (mi, f, False, f->hand_rot[1], f->hand_pos[1]);
+ count += draw_body (mi, f, False);
+ count += draw_body (mi, f, True);
+ count += draw_dome (mi, f);
+ }
+
+ if (tag) /* For debugging depth sorting: label each robot */
+ {
+ GLfloat m[4][4];
+ if (! wire) glDisable (GL_DEPTH_TEST);
+ glColor3f (1, 1, 1);
+ glPushMatrix();
+
+ /* Billboard rotation */
+ glGetFloatv (GL_MODELVIEW_MATRIX, &m[0][0]);
+ m[0][0] = 1; m[1][0] = 0; m[2][0] = 0;
+ m[0][1] = 0; m[1][1] = 1; m[2][1] = 0;
+ m[0][2] = 0; m[1][2] = 0; m[2][2] = 1;
+ glLoadIdentity();
+ glMultMatrixf (&m[0][0]);
+ glScalef (0.04, 0.04, 0.04);
+
+ print_texture_string (bp->font_data, tag);
+ glPopMatrix();
+ if (! wire) glEnable (GL_DEPTH_TEST);
+ }