void PerspectiveObject::draw() { begin_draw(); int box[4]; get_screen_aabb(box); glc_copy_color_buffer_rect(texture, box[0], box[1], box[2], box[3]); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texture); glColor4f(1.0f, 0.0f, 0.0f, 1.0f); glBegin(GL_QUADS); glTexCoord2f(back_texcoords[0], back_texcoords[1]); glVertex2d(x, y); glTexCoord2f(back_texcoords[2], back_texcoords[3]); glVertex2d(x + width, y); glTexCoord2f(back_texcoords[4], back_texcoords[5]); glVertex2d(x + width, y + height); glTexCoord2f(back_texcoords[6], back_texcoords[7]); glVertex2d(x, y + height); glEnd(); glDisable(GL_TEXTURE_2D); end_draw(); }
void PerspectiveObject::draw() { int box[4]; get_screen_aabb(box); Texture t = Render::copy_rect(box[0], box[1], box[2], box[3]); begin_draw(); Render::disable_blend(); Render::draw_tex(x, y, x + width, y + height, Color(255, 255, 255, 255), t, back_texcoords[0], back_texcoords[1], back_texcoords[2], back_texcoords[3]); Render::enable_blend(); end_draw(); }