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- glShadeModel(GL_SMOOTH);
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glLoadIdentity();
- // glOrtho(0.0f,640,480, 0.0f,-1.0f,1.0f);
- //glOrtho(0.0, 640, 0.0, 480, -1.0, 1.0);
- // render
- glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
- glClear(GL_COLOR_BUFFER_BIT ); //| GL_DEPTH_BUFFER_BIT);
- //glDisable(GL_DEPTH_TEST);
- glBindTexture(GL_TEXTURE_2D, color_tex);
- glEnable(GL_TEXTURE_2D);
- glColor4f(1.0f,1.0f,1.0f,1.0f);
- // inverted y-TexCoord!
- glBegin(GL_QUADS);
- glTexCoord2f (0.0, 0.0);
- glVertex3f (-1, -1, -0.5);
- glTexCoord2f (1.0, 0.0);
- glVertex3f (1, -1, -0.5);
- glTexCoord2f (1.0, 1.0);
- glVertex3f (1, 1, -0.5);
- glTexCoord2f (0.0, 1.0);
- glVertex3f (-1, 1, -0.5);
- glEnd();
- // end
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
- glFlush();
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