func (f frame) Render(w, h, d float64) { // Draw a wireframe around the arena gl.Color4ub(255, 255, 255, 31) gl.LineWidth(2.0) gl.Begin(gl.LINE_STRIP) gl.Vertex3d(0, 0, 0) gl.Vertex3d(w, 0, 0) gl.Vertex3d(w, h, 0) gl.Vertex3d(0, h, 0) gl.Vertex3d(0, 0, 0) gl.Vertex3d(0, 0, d) gl.Vertex3d(0, h, d) gl.Vertex3d(w, h, d) gl.Vertex3d(w, 0, d) gl.Vertex3d(0, 0, d) gl.End() gl.Begin(gl.LINES) gl.Vertex3d(0, h, 0) gl.Vertex3d(0, h, d) gl.Vertex3d(w, 0, 0) gl.Vertex3d(w, 0, d) gl.Vertex3d(w, h, 0) gl.Vertex3d(w, h, d) gl.End() // Render the page. if f.renderer != nil { f.renderer.Render(w, h, d) } }
func drawShip(angle float32) { gl.PushMatrix() gl.Translatef(x, y, 0.0) gl.Rotatef(angle, 0.0, 0.0, 1.0) if thrust { gl.Color3f(1.0, 0.0, 0.0) gl.Begin(gl.LINE_STRIP) gl.Vertex2f(-0.75, -0.5) gl.Vertex2f(-1.75, 0) gl.Vertex2f(-0.75, 0.5) gl.End() } gl.Color3f(1.0, 1.0, 0.0) gl.Begin(gl.LINE_LOOP) gl.Vertex2f(2.0, 0.0) gl.Vertex2f(-1.0, -1.0) gl.Vertex2f(-0.5, 0.0) gl.Vertex2f(-1.0, 1.0) gl.Vertex2f(2.0, 0.0) gl.End() if shield { gl.Color3f(0.1, 0.1, 1.0) gl.Begin(gl.LINE_LOOP) for rad := 0.0; rad < 12.0; rad += 1.0 { gl.Vertex2f( float32(2.3*math.Cos(2*float64(rad)/math.Pi)+0.2), float32(2.0*math.Sin(2*float64(rad)/math.Pi))) } gl.End() } gl.PopMatrix() }
func (self *Inventory) DrawItemSlot(t int64, r Rect) { gl.PushMatrix() gl.LoadIdentity() gl.Color4ub(16, 16, 16, 255) gl.Begin(gl.QUADS) gl.Vertex2d(r.x, r.y) gl.Vertex2d(r.x+r.sizex, r.y) gl.Vertex2d(r.x+r.sizex, r.y+r.sizey) gl.Vertex2d(r.x, r.y+r.sizey) gl.End() gl.Color4ub(6, 6, 6, 255) gl.Begin(gl.LINES) gl.Vertex2d(r.x, r.y) gl.Vertex2d(r.x+r.sizex, r.y) gl.Vertex2d(r.x, r.y) gl.Vertex2d(r.x, r.y+r.sizey) gl.End() gl.Color4ub(64, 64, 64, 255) gl.Begin(gl.LINES) gl.Vertex2d(r.x+r.sizex, r.y) gl.Vertex2d(r.x+r.sizex, r.y+r.sizey) gl.Vertex2d(r.x, r.y+r.sizey) gl.Vertex2d(r.x+r.sizex, r.y+r.sizey) gl.End() gl.PopMatrix() }
func drawScene() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.LoadIdentity() gl.Translatef(-1.5, 0, -6) gl.Rotatef(trisAngle, 0, 1, 0) gl.Begin(gl.TRIANGLES) gl.Color3f(1, 0, 0) gl.Vertex3f(0, 1, 0) gl.Color3f(0, 1, 0) gl.Vertex3f(-1, -1, 0) gl.Color3f(0, 0, 1) gl.Vertex3f(1, -1, 0) gl.End() gl.LoadIdentity() gl.Translatef(1.5, 0, -6) gl.Rotatef(quadAngle, 1, 0, 0) gl.Color3f(0.5, 0.5, 1.0) gl.Begin(gl.QUADS) gl.Vertex3f(-1, 1, 0) gl.Vertex3f(1, 1, 0) gl.Vertex3f(1, -1, 0) gl.Vertex3f(-1, -1, 0) gl.End() trisAngle += 0.2 quadAngle -= 0.15 glfw.SwapBuffers() }
func DrawQuad(upperLeft, lowerRight vect.Vect, filled bool) { if filled { gl.Begin(gl.QUADS) } else { gl.Begin(gl.LINE_LOOP) } defer gl.End() gl.Vertex2d(upperLeft.X, upperLeft.Y) gl.Vertex2d(upperLeft.X, lowerRight.Y) gl.Vertex2d(lowerRight.X, lowerRight.Y) gl.Vertex2d(lowerRight.X, upperLeft.Y) }
func DrawPoly(vertices []vect.Vect, vertCount int, filled bool) { if filled { gl.Begin(gl.TRIANGLE_FAN) gl.Vertex2d(vertices[0].X, vertices[0].Y) } else { gl.Begin(gl.LINE_LOOP) } defer gl.End() for i := 0; i < vertCount; i++ { v := vertices[i] gl.Vertex2d(v.X, v.Y) } }
func DrawCircle(pos vect.Vect, radius float64, filled bool) { if filled { gl.Begin(gl.TRIANGLE_FAN) gl.Vertex2d(pos.X, pos.Y) } else { gl.Begin(gl.LINE_LOOP) } defer gl.End() var d float64 for i := 0.0; i <= 360; i += circlestep { d = deg2grad * i gl.Vertex2d(pos.X+math.Cos(d)*radius, pos.Y+math.Sin(d)*radius) } }
// Here goes our drawing code func drawGLScene() { // Clear the screen and depth buffer gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) // Move left 1.5 units and into the screen 6.0 units. gl.LoadIdentity() gl.Translatef(-1.5, 0.0, -6.0) gl.Rotatef(float32(rtri), 0.0, 1.0, 0.0) // Rotate the triangle on the Y axis gl.Begin(gl.TRIANGLES) // Draw triangles gl.Color3f(1.0, 0.0, 0.0) // Set The Color To Red gl.Vertex3f(0.0, 1.0, 0.0) // top gl.Color3f(0.0, 1.0, 0.0) // Set The Color To Red gl.Vertex3f(-1.0, -1.0, 0.0) // bottom left gl.Color3f(0.0, 0.0, 1.0) // Set The Color To Red gl.Vertex3f(1.0, -1.0, 0.0) // bottom right gl.End() // finish drawing the triangle // Move right 3 units gl.LoadIdentity() gl.Translatef(1.5, 0.0, -6.0) gl.Color3f(0.5, 0.5, 1.0) // Set The Color To Blue One Time Only gl.Rotatef(float32(rquad), 1.0, 0.0, 0.0) // rotate the quad on the X axis gl.Begin(gl.QUADS) // draw quads gl.Vertex3f(-1.0, 1.0, 0.0) // top left gl.Vertex3f(1.0, 1.0, 0.0) // top right gl.Vertex3f(1.0, -1.0, 0.0) // bottom right gl.Vertex3f(-1.0, -1.0, 0.0) // bottom left gl.End() // done drawing the quad // Draw to the screen sdl.GL_SwapBuffers() rtri += 0.2 // Increase The Rotation Variable For The Triangle rquad -= 0.15 // Decrease The Rotation Variable For The Quad // Gather our frames per second frames++ t := sdl.GetTicks() if t-t0 >= 5000 { seconds := (t - t0) / 1000.0 fps := frames / seconds fmt.Println(frames, "frames in", seconds, "seconds =", fps, "FPS") t0 = t frames = 0 } }
func (pen *Pen) lineTo(p Point) { gl.Enable(gl.BLEND) gl.Enable(gl.POINT_SMOOTH) gl.Enable(gl.LINE_SMOOTH) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.Color4f(0.0, 0.0, 0.0, 0.1) gl.Begin(gl.LINES) for _, s := range pen.points { if s.x == 0 && s.y == 0 { continue } if p.distanceTo(s) < 20.0 { gl.Vertex2i(int(p.x), int(p.y)) gl.Vertex2i(int(s.x), int(s.y)) } } gl.End() pen.n = (pen.n + 1) % len(pen.points) pen.points[pen.n] = p pen.moveTo(p) }
func (s *Sprite) Draw(x, y, angle, scale float32, blend bool) { gl.Enable(gl.TEXTURE_2D) gl.Disable(gl.COLOR_MATERIAL) if blend { gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.Enable(gl.BLEND) } else { gl.Disable(gl.BLEND) gl.BlendFunc(gl.ONE, gl.ZERO) } gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() gl.Translatef(x, y, 0) gl.Rotatef(angle*360/(2*math.Pi), 0, 0, 1) gl.Scalef(scale, scale, 1) s.tex.Bind(gl.TEXTURE_2D) gl.Begin(gl.QUADS) gl.Color3f(1, 1, 1) gl.TexCoord2d(0, 0) gl.Vertex3f(-0.5*s.width, -0.5*s.height, 0) gl.TexCoord2d(1, 0) gl.Vertex3f(0.5*s.width, -0.5*s.height, 0) gl.TexCoord2d(1, 1) gl.Vertex3f(0.5*s.width, 0.5*s.height, 0) gl.TexCoord2d(0, 1) gl.Vertex3f(-0.5*s.width, 0.5*s.height, 0) gl.End() gl.Disable(gl.TEXTURE_2D) gl.Disable(gl.BLEND) }
func (pen *Pen) lineTo(x, y int) { gl.Enable(gl.BLEND) gl.Enable(gl.POINT_SMOOTH) gl.Enable(gl.LINE_SMOOTH) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.Color4f(0.0, 0.0, 0.0, 0.1) gl.Begin(gl.LINES) var p [2]int for i := range pen.points { p = pen.points[i] if p[0] == 0 && p[1] == 0 { continue } if distanceTo(x, y, p[0], p[1]) < 10.0 { gl.Vertex2i(x, y) gl.Vertex2i(p[0], p[1]) } } gl.End() pen.n = (pen.n + 1) % len(pen.points) pen.points[pen.n][0] = x pen.points[pen.n][1] = y pen.moveTo(x, y) }
func drawLine(x1, y1, x2, y2 float64) { gl.Begin(gl.LINES) gl.Vertex2d(x1, y1) gl.Vertex2d(x2, y2) gl.End() }
func (self *Picker) Draw(t int64) { gl.MatrixMode(gl.MODELVIEW) gl.PushMatrix() gl.LoadIdentity() gl.Disable(gl.DEPTH_TEST) gl.Disable(gl.LIGHTING) gl.Disable(gl.LIGHT0) gl.Disable(gl.LIGHT1) gl.Begin(gl.TRIANGLE_FAN) gl.Color4ub(0, 0, 0, 128) gl.Vertex2f(self.x, self.y) for angle := float64(0); angle <= 2*math.Pi; angle += math.Pi / 2 / 10 { gl.Vertex2f(self.x-float32(math.Sin(angle))*self.radius, self.y+float32(math.Cos(angle))*self.radius) } gl.End() self.DrawItemHighlight(t, ThePlayer.currentAction) self.DrawPlayerItems(t, true) gl.PopMatrix() }
func (pp Points) Render() { gl.Begin(gl.POINTS) for _, p := range pp { gl.Vertex2d(p.X, p.Y) } gl.End() }
func DrawLine(start, end vect.Vect) { gl.Begin(gl.LINES) defer gl.End() gl.Vertex2d(start.X, start.Y) gl.Vertex2d(end.X, end.Y) }
func drawCircle(x, y, r float64) { //@TODO: Should speed this up by pre-computing all these cos() and sin() calculations and storing in a lookup table. gl.Begin(gl.TRIANGLE_FAN) // gl.Color3d(me.red, me.green, me.blue) gl.Vertex2d(x, y) pi2 := 2 * math.Pi num := 36 dTheta := pi2 / float64(num) theta := float64(0) for i := 0; i < num; i++ { theta += dTheta dx := math.Cos(theta) * r dy := math.Sin(theta) * r gl.Vertex2d(x+dx, y+dy) } theta += dTheta dx := math.Cos(theta) * r dy := math.Sin(theta) * r gl.Vertex2d(x+dx, y+dy) gl.End() }
func (self *Pause) Draw(t int64) { gl.MatrixMode(gl.MODELVIEW) gl.PushMatrix() gl.LoadIdentity() gl.Disable(gl.DEPTH_TEST) gl.Disable(gl.LIGHTING) gl.Disable(gl.LIGHT0) gl.Disable(gl.LIGHT1) gl.Color4ub(0, 0, 0, 240) gl.Begin(gl.QUADS) gl.Vertex2f(float32(viewport.lplane), float32(viewport.bplane)) gl.Vertex2f(float32(viewport.rplane), float32(viewport.bplane)) gl.Vertex2f(float32(viewport.rplane), float32(viewport.tplane)) gl.Vertex2f(float32(viewport.lplane), float32(viewport.tplane)) gl.End() str := "paused" h, w := pauseFont.Measure(str) // x := (viewport.rplane - viewport.lplane - w) / 2 // y := (viewport.tplane - viewport.bplane - h) / 2 gl.Translated(-w/2, -h/2, 0) pauseFont.Print(str) gl.PopMatrix() }
func (v *Voronoi) Render(w, h, d float64) { gl.PushMatrix() gl.Scaled(w, h, 1) rng := rand.New(rand.NewSource(42)) rng.Seed(42) // Draw fill colors for _, wall := range v.cellWalls { gl.Color3ub( uint8(100+rng.Int31n(128)), uint8(100+rng.Int31n(128)), uint8(100+rng.Int31n(128))) gl.Begin(gl.TRIANGLE_FAN) for _, p := range wall { if p != nil && boundedPoint(p) { gl.Vertex2d(p.X, p.Y) } } gl.End() } // Draw lines gl.LineWidth(1.5) gl.Color3ub(0, 128, 0) gl.Begin(gl.LINES) for _, edge := range v.edges { if boundedEdge(edge) { gl.Vertex2d(edge.Start.X, edge.Start.Y) gl.Vertex2d(edge.End.X, edge.End.Y) } } gl.End() // Draw points. gl.PointSize(2) gl.Color3ub(255, 255, 255) gl.Begin(gl.POINTS) for _, point := range v.points { gl.Vertex2d(point.X, point.Y) } gl.End() gl.PopMatrix() }
// Render the mesh // The V array must be a multiple of 3 since it uses triangles to render the mesh. // If two or more triangles share the same edge the user can pass the same pointer twice func (m *Mesh) Render() { count := 0 gl.Begin(gl.TRIANGLES) for _, v := range m.V { if count%3 == 0 && count > 0 { gl.End() gl.Begin(gl.TRIANGLES) count = 0 } gl.Color3f(1, 0, 0) gl.Vertex3f(v.X, v.Y, v.Z) count++ } if count > 0 { gl.End() } }
func (self *Console) Draw(t int64) { gl.MatrixMode(gl.MODELVIEW) gl.PushMatrix() gl.LoadIdentity() gl.Disable(gl.DEPTH_TEST) gl.Disable(gl.LIGHTING) gl.Disable(gl.LIGHT0) gl.Disable(gl.LIGHT1) h := float32(consoleFont.height) * PIXEL_SCALE margin := float32(3.0) * PIXEL_SCALE consoleHeight := 3 * h gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() gl.Color4ub(0, 0, 0, 208) gl.Begin(gl.QUADS) gl.Vertex2f(float32(viewport.lplane), float32(viewport.bplane)+consoleHeight+margin*2) // Bottom Left Of The Texture and Quad gl.Vertex2f(float32(viewport.rplane), float32(viewport.bplane)+consoleHeight+margin*2) // Bottom Right Of The Texture and Quad gl.Vertex2f(float32(viewport.rplane), float32(viewport.bplane)) // Top Right Of The Texture and Quad gl.Vertex2f(float32(viewport.lplane), float32(viewport.bplane)) // Top Left Of The Texture and Quad gl.End() gl.Translatef(float32(viewport.lplane)+margin, float32(viewport.bplane)+consoleHeight+margin-h, 0) consoleFont.Print(fmt.Sprintf("FPS: %5.2f V: %d (%d) CH: %d M: %d", self.fps, self.vertices, self.culledVertices, len(TheWorld.chunks), len(TheWorld.mobs))) gl.LoadIdentity() gl.Translatef(float32(viewport.lplane)+margin, float32(viewport.bplane)+consoleHeight+margin-2*h, 0) consoleFont.Print(fmt.Sprintf("X: %5.2f Y: %4.2f Z: %5.2f H: %5.2f (%s) D: %0.1f (%d)", ThePlayer.position[XAXIS], ThePlayer.position[YAXIS], ThePlayer.position[ZAXIS], ThePlayer.heading, HeadingToCompass(ThePlayer.heading), ThePlayer.distanceTravelled, ThePlayer.distanceFromStart)) gl.LoadIdentity() gl.Translatef(float32(viewport.lplane)+margin, float32(viewport.bplane)+consoleHeight+margin-3*h, 0) numgc := uint32(0) avggc := float64(0) var last3 [3]float64 if self.mem.NumGC > 3 { numgc = self.mem.NumGC avggc = float64(self.mem.PauseTotalNs) / float64(self.mem.NumGC) / 1e6 index := int(numgc) - 1 if index > 255 { index = 255 } last3[0] = float64(self.mem.PauseNs[index]) / 1e6 last3[1] = float64(self.mem.PauseNs[index-1]) / 1e6 last3[2] = float64(self.mem.PauseNs[index-2]) / 1e6 } consoleFont.Print(fmt.Sprintf("Mem: %.1f/%.1f GC: %.1fms [%d: %.1f, %.1f, %.1f] ChGen: %.1fms | Sc: %.1f TOD: %.1f", float64(self.mem.Alloc)/(1024*1024), float64(self.mem.Sys)/(1024*1024), avggc, numgc, last3[0], last3[1], last3[2], float64(self.chunkGenerationTime)/1e6, viewport.scale, timeOfDay)) gl.PopMatrix() }
// Draw unit vectors at the origin. // The X vector is red, Y is green, and Z is blue. func drawOrigin() { gl.Color3ub(0xff, 0, 0) gl.Begin(gl.LINES) gl.Vertex3d(0, 0, 0) gl.Vertex3d(1, 0, 0) gl.End() gl.Color3ub(0, 0xff, 0) gl.Begin(gl.LINES) gl.Vertex3d(0, 0, 0) gl.Vertex3d(0, 1, 0) gl.End() gl.Color3ub(0, 0, 0xff) gl.Begin(gl.LINES) gl.Vertex3d(0, 0, 0) gl.Vertex3d(0, 0, 1) gl.End() }
func drawBullets() { gl.Begin(gl.POINTS) gl.Color3f(1.0, 0.0, 1.0) for i := 0; i < MAX_BULLETS; i++ { if bullet[i].inuse { gl.Vertex2f(bullet[i].x, bullet[i].y) } } gl.End() }
func display() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) positionCamera() gl.Begin(gl.QUADS) drawTerrain() gl.End() gl.Flush() }
func (poly Polygon) Render() { modes := [3]gl.GLenum{gl.LINE_LOOP, gl.POLYGON, gl.POINTS} for i := range modes { gl.Begin(modes[i]) last := len(poly) - 1 for i := range poly { pt := poly[last-i] gl.Vertex2d(pt.X, pt.Y) } gl.End() } }
func display() { gl.Clear(gl.COLOR_BUFFER_BIT) gl.Begin(gl.TRIANGLES) gl.Color3f(0.0, 0.0, 1.0) /* blue */ gl.Vertex2i(0, 0) gl.Color3f(0.0, 1.0, 0.0) /* green */ gl.Vertex2i(200, 200) gl.Color3f(1.0, 0.0, 0.0) /* red */ gl.Vertex2i(20, 200) gl.End() gl.Flush() /* Single buffered, so needs a flush. */ }
func (t *Skybox) RenderScaled(center, scale *Vec3) { v := []*Vec3{ V3(-1, -1, 1), V3(1, -1, 1), V3(1, 1, 1), V3(-1, 1, 1), V3(-1, -1, -1), V3(1, -1, -1), V3(1, 1, -1), V3(-1, 1, -1)} for i := 0; i < 8; i++ { v[i].Muli(scale).Addi(center) } if globals.UseShader { program.Unuse() } //*//save attributes and change them gl.PushAttrib(gl.ENABLE_BIT | gl.TEXTURE_BIT) defer gl.PopAttrib() //reset to old attributes gl.Enable(gl.TEXTURE_2D) gl.Disable(gl.DEPTH_TEST) gl.Disable(gl.LIGHTING) gl.Disable(gl.BLEND) //*/ oneSide := func(tex *texture.Texture, a, b, c, d int, n *Vec3) { tex.BindForSkybox(color.White) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE) gl.Begin(gl.TRIANGLES) gl.Normal3dv(n.Slc()) gl.TexCoord2i(0, 0) gl.Vertex3dv(v[a].Slc()) gl.TexCoord2i(1, 0) gl.Vertex3dv(v[b].Slc()) gl.TexCoord2i(1, 1) gl.Vertex3dv(v[c].Slc()) gl.TexCoord2i(0, 0) gl.Vertex3dv(v[a].Slc()) gl.TexCoord2i(1, 1) gl.Vertex3dv(v[c].Slc()) gl.TexCoord2i(0, 1) gl.Vertex3dv(v[d].Slc()) gl.End() } oneSide(t.up, 2, 3, 7, 6, V3(0, -1, 0)) oneSide(t.dn, 5, 4, 0, 1, V3(0, 1, 0)) oneSide(t.lt, 5, 1, 2, 6, V3(1, 0, 0)) oneSide(t.rt, 0, 4, 7, 3, V3(-1, 0, 0)) oneSide(t.ft, 1, 0, 3, 2, V3(0, 0, -1)) oneSide(t.bk, 4, 5, 6, 7, V3(0, 0, 1)) }
func (this *Cursor) Draw(w, h Double, col *color24.Color24) { var p = this.Pos.Mul(V2(w, h)) var a = p.Add(V2(-10, -10)) var b = p.Add(V2(10, -10)) gl.Disable(gl.TEXTURE_2D) col.Gl() gl.Begin(gl.TRIANGLES) p.Gl() a.Gl() b.Gl() gl.End() gl.Enable(gl.TEXTURE_2D) }
func drawSquare(x, y, length float64) { x2 := x + length y2 := y + length gl.Begin(gl.QUADS) gl.Color3d(0.75, 0.35, 0.35) gl.Vertex2d(x, y) gl.Vertex2d(x2, y) gl.Vertex2d(x2, y2) gl.Vertex2d(x, y2) gl.End() }
func (world *World) Render(w, h, d float64) { gl.PushMatrix() gl.Scaled(w, h, d) // Draw the goal gl.Begin(gl.POINTS) gl.Color3ub(255, 0, 0) gl.PointSize(6) gl.Vertex2d(world.goal.X, world.goal.Y) gl.End() // Draw the obstacles gl.Color4ub(0, 0, 255, 63) world.obstacles.Render() // Draw the percept gl.Color4ub(0, 255, 0, 127) gl.LineWidth(1.5) gl.Begin(gl.LINES) for _, pt := range world.percept { gl.Vertex2d(world.robot.X, world.robot.Y) gl.Vertex2d(world.robot.X+pt.X, world.robot.Y+pt.Y) } gl.End() // Draw the map gl.Color3ub(0, 0, 255) gl.LineWidth(2) // FIXME // Draw the robot gl.Color3ub(0, 255, 0) gl.PointSize(4) gl.Begin(gl.POINTS) gl.Vertex2d(world.robot.X, world.robot.Y) gl.End() gl.PopMatrix() }
func drawTexRect(tex *texture.Texture, a, b *Vec2) { tex.Bind() gl.Begin(gl.QUADS) gl.TexCoord2i(0, 0) a.Gl() gl.TexCoord2i(1, 0) V2(b.X, a.Y).Gl() gl.TexCoord2i(1, 1) b.Gl() gl.TexCoord2i(0, 1) V2(a.X, b.Y).Gl() gl.End() }