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| gl.glBegin(GL.GL_QUADS);
gl.glMultiTexCoord2f(GL.GL_TEXTURE0, sox + (ox + 0) * tex_size, (oy + 0) * tex_size);
gl.glVertex2f((ox + 0) * vertex_size - vertex_uni / 2, (oy + 0) * vertex_size - vertex_uni / 2);
gl.glMultiTexCoord2f(GL.GL_TEXTURE0, sox + (ox + tex_uni) * tex_size, (oy + 0) * tex_size);
gl.glVertex2f((ox + 1) * vertex_size - vertex_uni / 2, (oy + 0) * vertex_size - vertex_uni / 2);
gl.glMultiTexCoord2f(GL.GL_TEXTURE0, sox + (ox + tex_uni) * tex_size, (oy + tex_uni) * tex_size);
gl.glVertex2f((ox + 1) * vertex_size - vertex_uni / 2, (oy + 1) * vertex_size - vertex_uni / 2);
gl.glMultiTexCoord2f(GL.GL_TEXTURE0, sox + (ox + 0) * tex_size, (oy + tex_uni) * tex_size);
gl.glVertex2f((ox + 0) * vertex_size - vertex_uni / 2, (oy + 1) * vertex_size - vertex_uni / 2);
gl.glEnd(); |
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