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    //    glColor3f(1.0f,1.0f,1.0f); 
            glColor4f(1.0f,1.0f,1.0f,1.0f);            // Full Brightness, 50% Alpha ( NEW )
        //    glBlendFunc(GL_SRC_ALPHA,GL_ONE);        // Blending Function For Translucency Based On Source Alpha Value ( NEW )
    
                glEnable(GL_TEXTURE_2D); 
                glBindTexture(GL_TEXTURE_2D, texture_objects[35]);
                    
                glBegin(GL_POLYGON);
                    glTexCoord2d(0.0, 0.0);
                    glVertex2f(-1240.0f, 1240.0f);
                    
                    glTexCoord2d(1.0, 0.0);
                    glVertex2f(1240.0f, 1240.0f);
                    
                    glTexCoord2d(1.0, 1.0);
                    glVertex2f(1240.0f, -1240.0f);

                    glTexCoord2d(0.0, 1.0);
                    glVertex2f(-1240.0f, -1240.0f);
                glEnd();
                //glDisable(GL_TEXTURE_2D);
                
                    glColor4f(0.0f,1.0f,1.0f,1.0f);            // Full Brightness, 50% Alpha ( NEW )

                //glEnable(GL_TEXTURE_2D); 
                glBindTexture(GL_TEXTURE_2D, texture_objects[34]);
                    
                glBegin(GL_POLYGON);
                    glTexCoord2d(0.0, 0.0);
                    glVertex2f(-1240.0f, 1240.0f);
                    
                    glTexCoord2d(1.0, 0.0);
                    glVertex2f(1240.0f, 1240.0f);
                    
                    glTexCoord2d(1.0, 1.0);
                    glVertex2f(1240.0f, -1240.0f);

                    glTexCoord2d(0.0, 1.0);
                    glVertex2f(-1240.0f, -1240.0f);
                glEnd();
                glDisable(GL_TEXTURE_2D);