1
| | void Draw()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -6.0f);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture);
glBegin(GL_QUADS);
{
glColor3f(1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f);glVertex3f(-1.0f, 1.0f, 0.0f);
glTexCoord2f(1.0f, 1.0f);glVertex3f( 1.0f, 1.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f);glVertex3f( 1.0f, -1.0f, 0.0f);
glTexCoord2f(0.0f, 0.0f);glVertex3f(-1.0f, -1.0f, 0.0f);
}
glEnd();
}
void Init()
{
#define SIZE 64
float texarray[3 * SIZE * SIZE];
for(int i=0; i < SIZE; i++)
{
for(int j=0; j < SIZE*3; j += 3) |