glBindTexture(GL_TEXTURE_2D, textureName);
checkGLError();
glBegin(GL_QUADS); {
- glTexCoord2f (cx1 - dx, cy1 - dy );
+ glTexCoord2i (cx1 - dx, cy1 - dy );
glVertex3i (cx1, cy1, 0);
- glTexCoord2f (cx2 - dx, cy1 - dy );
+ glTexCoord2i (cx2 - dx, cy1 - dy );
glVertex3i (cx2, cy1, 0);
- glTexCoord2f (cx2 - dx, cy2 - dy );
+ glTexCoord2i (cx2 - dx, cy2 - dy );
glVertex3i (cx2, cy2, 0);
- glTexCoord2f (cx1 - dx, cy2 - dy );
+ glTexCoord2i (cx1 - dx, cy2 - dy );
glVertex3i (cx1, cy2, 0);
} glEnd();
glDisable(GL_TEXTURE_2D);