glColor3f(1.0, 1.0, 1.0);
glBindTexture(GL_TEXTURE_2D, rgba->texid);
glBegin(GL_TRIANGLES);
- glTexCoord2f(rgba->w/(float)rgba->padw, rgba->h/(float)rgba->padh);
- glVertex2i(x, y);
glTexCoord2f(0, rgba->h/(float)rgba->padh);
+ glVertex2i(x, y);
+ glTexCoord2f(rgba->w/(float)rgba->padw, rgba->h/(float)rgba->padh);
glVertex2i(x+w, y);
- glTexCoord2f(0, 0);
+ glTexCoord2f(rgba->w/(float)rgba->padw, 0);
glVertex2i(x+w, y+h);
glVertex2i(x+w, y+h);
- glTexCoord2f(rgba->w/(float)rgba->padw, 0);
+ glTexCoord2f(0, 0);
glVertex2i(x, y+h);
- glTexCoord2f(rgba->w/(float)rgba->padw, rgba->h/(float)rgba->padh);
+ glTexCoord2f(0, rgba->h/(float)rgba->padh);
glVertex2i(x, y);
glEnd();