func drawQuad(x, y, w, h int, u, v, u2, v2 float32) { gl.Begin(gl.QUADS) gl.TexCoord2f(gl.Float(u), gl.Float(v)) gl.Vertex2i(gl.Int(x), gl.Int(y)) gl.TexCoord2f(gl.Float(u2), gl.Float(v)) gl.Vertex2i(gl.Int(x+w), gl.Int(y)) gl.TexCoord2f(gl.Float(u2), gl.Float(v2)) gl.Vertex2i(gl.Int(x+w), gl.Int(y+h)) gl.TexCoord2f(gl.Float(u), gl.Float(v2)) gl.Vertex2i(gl.Int(x), gl.Int(y+h)) gl.End() }
func drawScene() { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() gl.Translatef(0, 0, -3.0) gl.Rotatef(rotx, 1, 0, 0) gl.Rotatef(roty, 0, 1, 0) rotx += 0.5 roty += 0.5 gl.BindTexture(gl.TEXTURE_2D, texture) gl.Color4f(1, 1, 1, 1) gl.Begin(gl.QUADS) gl.Normal3f(0, 0, 1) gl.TexCoord2f(0, 0) gl.Vertex3f(-1, -1, 1) gl.TexCoord2f(1, 0) gl.Vertex3f(1, -1, 1) gl.TexCoord2f(1, 1) gl.Vertex3f(1, 1, 1) gl.TexCoord2f(0, 1) gl.Vertex3f(-1, 1, 1) gl.Normal3f(0, 0, -1) gl.TexCoord2f(1, 0) gl.Vertex3f(-1, -1, -1) gl.TexCoord2f(1, 1) gl.Vertex3f(-1, 1, -1) gl.TexCoord2f(0, 1) gl.Vertex3f(1, 1, -1) gl.TexCoord2f(0, 0) gl.Vertex3f(1, -1, -1) gl.Normal3f(0, 1, 0) gl.TexCoord2f(0, 1) gl.Vertex3f(-1, 1, -1) gl.TexCoord2f(0, 0) gl.Vertex3f(-1, 1, 1) gl.TexCoord2f(1, 0) gl.Vertex3f(1, 1, 1) gl.TexCoord2f(1, 1) gl.Vertex3f(1, 1, -1) gl.Normal3f(0, -1, 0) gl.TexCoord2f(1, 1) gl.Vertex3f(-1, -1, -1) gl.TexCoord2f(0, 1) gl.Vertex3f(1, -1, -1) gl.TexCoord2f(0, 0) gl.Vertex3f(1, -1, 1) gl.TexCoord2f(1, 0) gl.Vertex3f(-1, -1, 1) gl.Normal3f(1, 0, 0) gl.TexCoord2f(1, 0) gl.Vertex3f(1, -1, -1) gl.TexCoord2f(1, 1) gl.Vertex3f(1, 1, -1) gl.TexCoord2f(0, 1) gl.Vertex3f(1, 1, 1) gl.TexCoord2f(0, 0) gl.Vertex3f(1, -1, 1) gl.Normal3f(-1, 0, 0) gl.TexCoord2f(0, 0) gl.Vertex3f(-1, -1, -1) gl.TexCoord2f(1, 0) gl.Vertex3f(-1, -1, 1) gl.TexCoord2f(1, 1) gl.Vertex3f(-1, 1, 1) gl.TexCoord2f(0, 1) gl.Vertex3f(-1, 1, -1) gl.End() }