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| void display(void){
int i;
i = 0;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glLoadIdentity();
glLoadMatrixf(TrMatrix);
gluLookAt(x,1.0f,j,x+lx,1.0f, j+lz,sz, 1.0f, 0.0f);
// glLoadMatrixf(TrMatrix);
glColor3f (1.0, 1.0, 1.0);
glBindTexture(GL_TEXTURE_2D, idTexture[4]);
glEnable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, paysa[0]);
glTexCoordPointer(3, GL_FLOAT, 0, paysa[0]);
glDrawArrays(GL_QUADS, 0, 4);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glBindTexture(GL_TEXTURE_2D, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
...
} |
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