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void GDisplay::DrawForm(CUIForm * _Form)
{
GRessources * Ressources = GRessources::GetInstance();
//Gl options initialisation
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glEnable(GL_ALPHA_TEST);
//Gl options initialisation
//Application de la transparence
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D,Ressources->GetTexture(_Form->GetTextureID()));
SCoord2 Coord = _Form->GetPosition();
glLoadIdentity();
glPushMatrix();
glBegin(GL_QUADS);
//(1, 1);
glTexCoord2f(1.0f,1.0f);
glVertex3f(Coord.X + _Form->GetWitdh(),Coord.Y + _Form->GetHeight(),8);
//(0, 1);
glTexCoord2f(0.f,1.0f);
glVertex3f(Coord.X,Coord.Y + _Form->GetHeight(),8);
//(0, 0);
glTexCoord2f(0.f,0.f);
glVertex3f(Coord.X,Coord.Y,8);
//(1, 0);
glTexCoord2f(1.0f,0.f);
glVertex3f(Coord.X + _Form->GetWitdh(),Coord.Y,8);
glEnd();
glPopMatrix();
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glDisable(GL_ALPHA_TEST);
} |
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