Example #1
0
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();
}
Example #2
0
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();
}