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| void test(int Texture,float X0,float Y0,float X1,float Y1, float Z0)
{
glDisable(GL_DEPTH_TEST);
glPushMatrix();
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, g_Texture[Texture]);
glLoadIdentity();
glBlendFunc(GL_SRC_ALPHA ,GL_ONE);
glBegin(GL_QUADS);
glTexCoord2f(1.0f, 0.0f); glVertex3f(X1, Y1, Z0);
glTexCoord2f(1.0f, 1.0f); glVertex3f(X1, Y0, Z0);
glTexCoord2f(0.0f, 1.0f); glVertex3f(X0, Y0, Z0);
glTexCoord2f(0.0f, 0.0f); glVertex3f(X0, Y1, Z0);
glEnd();
glDisable(GL_BLEND);
glPopMatrix();
} |
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