- } else {
- float tx1,ty1,tx2,ty2; // normalized texture coords
- tx1 = (float) sx1 / (float) width;
- ty1 = (float) sy1 / (float) height;
- tx2 = (float) sx2 / (float) width;
- ty2 = (float) sy2 / (float) height;
-
- glColor4f(1.0f,1.0f,1.0f,1.0f);
- glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, textureName);
- checkGLError();
- glBegin(GL_QUADS);
- glTexCoord2f (tx1, ty1 );
- glVertex3i (dx1, dy1, 0);
- glTexCoord2f (tx2, ty1 );
- glVertex3i (dx2, dy1, 0);
- glTexCoord2f (tx2, ty2 );
- glVertex3i (dx2, dy2, 0);
- glTexCoord2f (tx1, ty2 );
- glVertex3i (dx1, dy2, 0);
- glEnd();
- glDisable(GL_TEXTURE_2D);
- checkGLError();
- }