glEnable(GL_TEXTURE_2D);
fan.Bind();
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0);
glVertex3f(320.0f, -0.01f, 320.0f);
glTexCoord2f(1.0, 0.0);
glVertex3f(-320.0f, -0.01f, 320.0f);
glTexCoord2f(1.0, 1.0);
glVertex3f(-320.0f, -0.01f, -320.0f);
glTexCoord2f(0.0, 1.0);
glVertex3f(320.0f, -0.01f, -320.0f);
glEnd();
fan.bind is a ShaderEnt:
void CShaderEnt::Bind()
{
if(blend) {
glEnable(GL_BLEND);
glBlendFunc(modeS,modeT);
}
if(rot) {
rotadd += rotation * dtime() / 1000;
glMatrixMode(GL_TEXTURE);
glPushMatrix();
glLoadIdentity();
glTranslatef(0.5f,0.5f,0);
glRotatef(rotadd, 0.0f, 0.0f, 1.0f);
glTranslatef(-0.5f,-0.5f,0);
}
glBindTexture(GL_TEXTURE_2D,texture);
glMatrixMode(GL_MODELVIEW);
} |