- I'm not sure the text labels are being done in the best way;
they are sometimes, but not always, occluded by spheres that
pass in front of them.
+
+ GENERAL OPENGL NAIVETY:
+
+ I don't understand the *right* way to place text in front of the
+ atoms. What I'm doing now is close, but has glitches. I think I
+ understand glPolygonOffset(), but I think it doesn't help me.
+
+ Here's how I'd phrase the problem I'm trying to solve:
+
+ - I have a bunch of spherical objects of various sizes
+ - I want a piece of text in the scene, between each object
+ and the observer
+ - the position of this text should be apparently tangential
+ to the surface of the sphere, so that:
+ - it is never inside the sphere;
+ - but can be occluded by other objects in the scene.
+
+ So I was trying to use glPolygonOffset() to say "pretend all
+ polygons are N units deeper than they actually are" where N was
+ somewhere around the maximal radius of the objects. Which wasn't a
+ perfect solution, but was close. But it turns out that can't work,
+ because the second arg to glPolygonOffset() is multiplied by some
+ minimal depth quantum which is not revealed, so I can't pass it an
+ offset in scene units -- only in multiples of the quantum. So I
+ don't know how many quanta in radius my spheres are.
+
+ I think I need to position and render the text with glRasterPos3f()
+ so that the text is influenced by the depth buffer. If I used 2f,
+ or an explicit constant Z value, then the text would always be in
+ front of each sphere, and text would be visible for spheres that
+ were fully occluded, which isn't what I want.
+
+ So my only guess at this point is that I need to position the text
+ exactly where I want it, tangential to the spheres -- but that
+ means I need to be able to compute that XYZ position, which is
+ dependent on the position of the observer! Which means two things:
+ first, while generating my scene, I need to take into account the
+ position of the observer, and I don't have a clue how to do that;
+ and second, it means I can't put my whole molecule in a display
+ list, because the XYZ position of the text in the scene changes at
+ every frame, as the molecule rotates.
+
+ This just *can't* be as hard as it seems!
*/
#include <X11/Intrinsic.h>