// Create texture
BC_Texture::new_texture(&texture,
get_w(), get_h(), get_color_model());
// Create texture
BC_Texture::new_texture(&texture,
get_w(), get_h(), get_color_model());
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// Shift down and right so 0,0 is the top left corner
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// Shift down and right so 0,0 is the top left corner
glTranslatef(0.0, 0.0, -(far + near) / 2);
glDisable(GL_DEPTH_TEST);
glTranslatef(0.0, 0.0, -(far + near) / 2);
glDisable(GL_DEPTH_TEST);
va_list list; va_start(list, segments);
while( va_arg(list, char*) != 0 ) ++nb_segs;
va_end(list);
}
va_list list; va_start(list, segments);
while( va_arg(list, char*) != 0 ) ++nb_segs;
va_end(list);
}
if( !segments ) {
va_list list; va_start(list, segments);
for( int i=0; i<nb_segs; ++i )
if( !segments ) {
va_list list; va_start(list, segments);
for( int i=0; i<nb_segs; ++i )