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| glDisable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, Texture[2]); glEnable(GL_BLEND); glBlendFunc(GL_DST_COLOR,GL_ZERO); glDisable(GL_LIGHTING); glColor(1,1.0,1.0); glBegin(GL_QUADS); glTexCoord2f(0, 1); glVertex(0,0.7,-1); glTexCoord2f(0, 0); glVertex(0,1,-1); glTexCoord2f(1, 0); glVertex(1,1,-1); glTexCoord2f(1, 1); glVertex(1,0.7,-1); glEnd;
glBindTexture(GL_TEXTURE_2D, Texture[0]); glBlendFunc(GL_ONE,GL_ONE); glBegin(GL_QUADS); glTexCoord2f(0, 1); glVertex(0,0.7,-1); glTexCoord2f(0, 0); glVertex(0,1,-1); glTexCoord2f(1, 0); glVertex(1,1,-1); glTexCoord2f(1, 1); glVertex(1,0.7,-1); glEnd; |