70,022
社区成员




glBindTexture(GL_TEXTURE_2D,texture[i]);
w=g_textture_wh[i].Old_w/g_textture_wh[i].new_w;
h=g_textture_wh[i].Old_h/g_textture_wh[i].new_h;
fVertex[0] = fVertex_array[i][0];
fVertex[1] = fVertex_array[i][1];
fVertex[2] = fVertex_array[i][2];
fVertex[3] = fVertex_array[i][3];
fVertex[4] = fVertex_array[i][4];
fVertex[5] = fVertex_array[i][5];
fVertex[6] = fVertex_array[i][6];
fVertex[7] = fVertex_array[i][7];
fVertex[8] = fVertex_array[i][8];
fVertex[9] = fVertex_array[i][9];
fVertex[10] =fVertex_array[i][10];
fVertex[11] =fVertex_array[i][11];
//
fTexCoord[0] = 0.0f;
fTexCoord[1] = 0.0f;
fTexCoord[2] = 0.0f;
fTexCoord[3] = 1.0f*h;
fTexCoord[4] = 1.0f*w;
fTexCoord[5] = 1.0f*h;
fTexCoord[6] = 1.0f*w;
fTexCoord[7] = 0.0f;
glVertexPointer(3, GL_FLOAT, 0, fVertex);
glTexCoordPointer(2, GL_FLOAT, 0, fTexCoord);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);