void UIModel::drawTexture() const { glPushMatrix(); video.set2D(); glPopMatrix(); glPushMatrix(); glTranslatef(x(), y(), 0.0f); OpenGL::Texture::enableTexture(0); glBindTexture(GL_TEXTURE_2D, modelTexture); glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex2f(0.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex2f(width(), 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex2f(width(), height()); glTexCoord2f(0.0f, 1.0f); glVertex2f(0.0f, height()); glEnd(); CheckForGLError("UIModel::draw:: after quads"); OpenGL::Texture::disableTexture(0); glPopMatrix(); }
void getCurrentGLSetup(soglu::GLViewSetup &aSetup) { glGetDoublev( GL_PROJECTION_MATRIX, glm::value_ptr( aSetup.projection) ); glGetDoublev( GL_MODELVIEW_MATRIX, glm::value_ptr( aSetup.modelView ) ); aSetup.view = aSetup.modelView; aSetup.model = glm::dmat4x4( 1.0 ); aSetup.modelViewProj = aSetup.projection * aSetup.modelView; glGetIntegerv( GL_VIEWPORT, glm::value_ptr( aSetup.viewport ) ); CheckForGLError( "getCurrentGLSetup()" ); };