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hack to use glTexCoord4f and Q variable to test projective texcoords
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commit
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1 changed files with 5 additions and 4 deletions
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@ -26,10 +26,11 @@ static void Display( void )
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glRotatef(Zrot, 0.0, 0.0, 1.0);
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glBegin(GL_POLYGON);
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glColor4f(1.0, 1.0, 1.0, 1); glTexCoord2f(0, 0); glVertex2f(-1, -1);
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glColor4f(0.2, 0.2, 1.0, 1); glTexCoord2f(1, 0); glVertex2f( 1, -1);
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glColor4f(0.2, 1.0, 0.2, 1); glTexCoord2f(1, 1); glVertex2f( 1, 1);
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glColor4f(1.0, 0.2, 0.2, 1); glTexCoord2f(0, 1); glVertex2f(-1, 1);
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#define Q 2
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glColor4f(1.0, 1.0, 1.0, 1); glTexCoord4f(0, 0, 0, Q); glVertex2f(-1, -1);
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glColor4f(0.2, 0.2, 1.0, 1); glTexCoord4f(1, 0, 0, Q); glVertex2f( 1, -1);
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glColor4f(0.2, 1.0, 0.2, 1); glTexCoord4f(1, 1, 0, Q); glVertex2f( 1, 1);
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glColor4f(1.0, 0.2, 0.2, 1); glTexCoord4f(0, 1, 0, Q); glVertex2f(-1, 1);
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glEnd();
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glPopMatrix();
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