glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h,
0, GL_RGBA, GL_UNSIGNED_BYTE, data);
}
glTexCoord2f(0, 0);
glVertex2i(x, y);
glTexCoord2f(1, 0);
- glVertex2i(x+w - 1, y);
+ glVertex2i(x+w, y);
glTexCoord2f(1, 1);
- glVertex2i(x+w - 1, y+h - 1);
+ glVertex2i(x+w, y+h);
- glVertex2i(x+w - 1, y+h - 1);
+ glVertex2i(x+w, y+h);
glTexCoord2f(0, 1);
- glVertex2i(x, y+h - 1);
+ glVertex2i(x, y+h);
glTexCoord2f(0, 0);
glVertex2i(x, y);
glEnd();