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emulate glutBitmapCharacter() to write z-value?

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Hi - Anyone know how glutBitmapCharacter() writes the correct z-value? I am trying to render a texture mapped font but with depth. Here is what I'm doing: 1) Generate screen coords using: glRasterPos3f( x,y,z ); 2) Query screen coords: glGetFloatv( GL_CURRENT_RASTER_POSITION, pRaster ); 3) Setup ortho projection 4) Render texture mapped font at screen coords: m_pFont->print( pRaster[0], pRaster[1] ); 5) Write depth value? I tried messing with glDrawPixels() with GL_DEPTH_COMPONENT but I'm probably not setting it up correctly. Is this the way to go or is there a better way? Thanks.

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