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gl.glBindTexture(gl.GL_TEXTURE_2D, MapLoader.flore[6]); //Masque
gl.glBlendFunc(gl.GL_DST_COLOR,gl.GL_ZERO);
gl.glBegin(gl.GL_TRIANGLE_STRIP);
gl.glTexCoord2d(1,1); gl.glVertex3f(7.5f,7.5f,1.0f);
gl.glTexCoord2d(0,1); gl.glVertex3f(-7.5f,7.5f,1.0f);
gl.glTexCoord2d(1,0); gl.glVertex3f(7.5f,-7.5f,1.0f);
gl.glTexCoord2d(0,0); gl.glVertex3f(-7.5f,-7.5f,1.0f);
gl.glEnd();
gl.glBlendFunc(gl.GL_ONE,gl.GL_ONE);
gl.glBindTexture(gl.GL_TEXTURE_2D, MapLoader.flore[0]);
gl.glBegin(gl.GL_TRIANGLE_STRIP);
gl.glTexCoord2d(1,1); gl.glVertex3f(7.5f,7.5f,1.0f);
gl.glTexCoord2d(0,1); gl.glVertex3f(-7.5f,7.5f,1.0f);
gl.glTexCoord2d(1,0); gl.glVertex3f(7.5f,-7.5f,1.0f);
gl.glTexCoord2d(0,0); gl.glVertex3f(-7.5f,-7.5f,1.0f);
gl.glEnd(); |
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