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| glBindBuffer(GL_ARRAY_BUFFER, buf);
glVertexPointer(2, GL_FLOAT, 0, 0);
glBindTexture( GL_TEXTURE_2D, texture1);
glActiveTextureARB( GL_TEXTURE0_ARB );
glEnable( GL_TEXTURE_2D );
glEnableClientState( GL_TEXTURE_COORD_ARRAY );
glBindBuffer(GL_ARRAY_BUFFER, buf2);
glClientActiveTextureARB(GL_TEXTURE0_ARB);
glTexCoordPointer( 2, GL_FLOAT, 0, 0);
glBindTexture( GL_TEXTURE_2D, texture2);
glActiveTextureARB( GL_TEXTURE1_ARB );
glEnable( GL_TEXTURE_2D );
glEnableClientState( GL_TEXTURE_COORD_ARRAY );
glBindBuffer(GL_ARRAY_BUFFER, buf3);
glClientActiveTextureARB(GL_TEXTURE1_ARB);
glTexCoordPointer( 2, GL_FLOAT, 0, 0);
glEnableClientState(GL_VERTEX_ARRAY);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableClientState( GL_TEXTURE_COORD_ARRAY );
glDisableClientState( GL_TEXTURE_COORD_ARRAY );
glDisableClientState(GL_VERTEX_ARRAY);
glFlush(); |
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