glColor3f(1.0, 1.0, 1.0);
glBindTexture(GL_TEXTURE_2D, tex->data.rgba.texid);
glBegin(GL_TRIANGLES);
+ glTexCoord2f(0, 0);
glVertex2i(x, y);
- glVertex2i(x+w, y);
- glVertex2i(x+w, y+h);
+ glTexCoord2f(1, 0);
+ glVertex2i(x+w - 1, y);
+ glTexCoord2f(1, 1);
+ glVertex2i(x+w - 1, y+h - 1);
- glVertex2i(x+w, y+h);
- glVertex2i(x, y+h);
+ glVertex2i(x+w - 1, y+h - 1);
+ glTexCoord2f(0, 1);
+ glVertex2i(x, y+h - 1);
+ glTexCoord2f(0, 0);
glVertex2i(x, y);
glEnd();