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glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, textures[j]->first);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(mp->v3WorldPositions[0].x,mp->v3WorldPositions[0].y, mp->v3WorldPositions[0].z);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(mp->v3WorldPositions[1].x,mp->v3WorldPositions[1].y, mp->v3WorldPositions[1].z);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(mp->v3WorldPositions[2].x,mp->v3WorldPositions[2].y, mp->v3WorldPositions[2].z);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(mp->v3WorldPositions[3].x,mp->v3WorldPositions[3].y, mp->v3WorldPositions[3].z);
glEnd();
glDisable (GL_TEXTURE_2D);
double alpha = 0.01;
glColor3f(1,1,0);
glBegin(GL_QUADS);
glVertex3f(mp->v3WorldPositions[0].x-alpha,mp->v3WorldPositions[0].y-alpha, mp->v3WorldPositions[0].z-0.1);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(mp->v3WorldPositions[1].x+alpha,mp->v3WorldPositions[1].y-alpha, mp->v3WorldPositions[1].z-0.1);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(mp->v3WorldPositions[2].x+alpha,mp->v3WorldPositions[2].y+alpha, mp->v3WorldPositions[2].z-0.1);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(mp->v3WorldPositions[3].x-alpha,mp->v3WorldPositions[3].y+alpha, mp->v3WorldPositions[3].z-0.1);
glEnd(); |
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