void Goban2D::draw_board() { glDisable(GL_LIGHTING); glBindTexture(GL_TEXTURE_2D, textures.board_tex); glPolygonMode(GL_FRONT, GL_FILL); glColor3ub(200, 160, 100); glBegin(GL_QUADS); glVertex2f(0.0f, 0.0f); glVertex2f(dim.BOARD_WIDTH, 0.0f); glVertex2f(dim.BOARD_WIDTH, dim.BOARD_LENGTH); glVertex2f(0.0f, dim.BOARD_LENGTH); glEnd(); textures.enable_textures(); glColor3f(1.0f, 1.0f, 1.0f); //glColor3f(0.0f, 0.0f, 0.0f); glBegin(GL_QUADS); glTexCoord2d(0, 0); glVertex3f(0.0f, 0.0f, -10.0f); glTexCoord2d(1, 0); glVertex3f(dim.BOARD_WIDTH, 0.0f, -10.0f); glTexCoord2d(1, 1); glVertex3f(dim.BOARD_WIDTH, dim.BOARD_LENGTH, -10.0f); glTexCoord2d(0, 1); glVertex3f(0.0f, dim.BOARD_LENGTH, -10.0f); glEnd(); textures.disable_textures(); draw_stones(); }
void refresh_screen(t_visu *v) { int x; int y; draw_map(v); foreach_arg_list(v->player, draw_player, v); x = 0; while (x < v->width) { y = 0; while (y < v->height) { draw_stones(v, x, y); y++; } x++; } }