glBindTexture(GL_TEXTURE_RECTANGLE_EXT, textureName);
glBegin(GL_QUADS); {
glTexCoord2i (cx1 - dx, cy1 - dy );
- glVertex3i (dx1, dy1, 0);
+ glVertex3i (cx1, cy1, 0);
glTexCoord2i (cx2 - dx, cy1 - dy );
- glVertex3i (dx2, dy1, 0);
+ glVertex3i (cx2, cy1, 0);
glTexCoord2i (cx2 - dx, cy2 - dy );
- glVertex3i (dx2, dy2, 0);
+ glVertex3i (cx2, cy2, 0);
glTexCoord2i (cx1 - dx, cy2 - dy );
- glVertex3i (dx1, dy2, 0);
+ glVertex3i (cx1, cy2, 0);
} glEnd();
glDisable(GL_TEXTURE_RECTANGLE_EXT);
checkGLError();