void display (void) { glClearColor (1.0,0.0,0.0,1.0); glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); orthogonalStart(); glBegin(GL_QUADS); glVertex2f(125, 125); glVertex2f(125, 375); glVertex2f(375, 375); glVertex2f(375, 125); glEnd(); orthogonalEnd(); glutSwapBuffers(); }
void background() { glBindTexture( GL_TEXTURE_2D, texture ); orthogonalStart(); // texture width/height const int iw = 500; const int ih = 500; glPushMatrix(); glTranslatef( -iw/2, -ih/2, 0 ); glBegin(GL_QUADS); glTexCoord2i(0,0); glVertex2i(0, 0); glTexCoord2i(1,0); glVertex2i(iw, 0); glTexCoord2i(1,1); glVertex2i(iw, ih); glTexCoord2i(0,1); glVertex2i(0, ih); glEnd(); glPopMatrix(); orthogonalEnd(); }