hack to use glTexCoord4f and Q variable to test projective texcoords

This commit is contained in:
Brian Paul 2004-04-18 20:13:21 +00:00
parent d8b82147c3
commit 51060afb4e

View file

@ -26,10 +26,11 @@ static void Display( void )
glRotatef(Zrot, 0.0, 0.0, 1.0);
glBegin(GL_POLYGON);
glColor4f(1.0, 1.0, 1.0, 1); glTexCoord2f(0, 0); glVertex2f(-1, -1);
glColor4f(0.2, 0.2, 1.0, 1); glTexCoord2f(1, 0); glVertex2f( 1, -1);
glColor4f(0.2, 1.0, 0.2, 1); glTexCoord2f(1, 1); glVertex2f( 1, 1);
glColor4f(1.0, 0.2, 0.2, 1); glTexCoord2f(0, 1); glVertex2f(-1, 1);
#define Q 2
glColor4f(1.0, 1.0, 1.0, 1); glTexCoord4f(0, 0, 0, Q); glVertex2f(-1, -1);
glColor4f(0.2, 0.2, 1.0, 1); glTexCoord4f(1, 0, 0, Q); glVertex2f( 1, -1);
glColor4f(0.2, 1.0, 0.2, 1); glTexCoord4f(1, 1, 0, Q); glVertex2f( 1, 1);
glColor4f(1.0, 0.2, 0.2, 1); glTexCoord4f(0, 1, 0, Q); glVertex2f(-1, 1);
glEnd();
glPopMatrix();