1
| | glDisable(GL_LIGHTING);
glActiveTextureARB(GL_TEXTURE0_ARB);
Bind();
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, light);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, vertex);
glLockArraysEXT(0, index);
glDrawElements(GL_TRIANGLE_STRIP,index,GL_UNSIGNED_INT,&index[0]);
glUnlockArraysEXT();
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisable(GL_TEXTURE_2D);
glDisable( GL_BLEND );
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTextureARB(GL_TEXTURE0_ARB);
glEnable(GL_LIGHTING); |