glClear(GL_COLOR_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(#f-5:0:5#,#f-5:0:5#,#f-5:5:5#,0,0,0,0,1,0); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,#eGL_CLAMP:GL_REPEAT#); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,#eGL_CLAMP:GL_REPEAT#); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,#eGL_NEAREST:GL_LINEAR:GL_NEAREST_MIPMAP_NEAREST:GL_LINEAR_MIPMAP_NEAREST:GL_NEAREST_MIPMAP_LINEAR:GL_LINEAR_MIPMAP_LINEAR#); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,#eGL_NEAREST:GL_LINEAR#); glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(#f-10:0:10#,#f-10:0:10#); glVertex2f(#f-1:-1:1#,#f-1:-1:1#); glTexCoord2f(#f-10:1:10#,#f-10:0:10#); glVertex2f(#f-1:1:1#,#f-1:-1:1#); glTexCoord2f(#f-10:0:10#,#f-10:1:10#); glVertex2f(#f-1:-1:1#,#f-1:1:1#); glTexCoord2f(#f-10:1:10#,#f-10:1:10#); glVertex2f(#f-1:1:1#,#f-1:1:1#); glEnd(); glFlush(); glutSwapBuffers();