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glEnable(GL_DEPTH_TEST);
glClearColor(0.0,0.0,0.0,1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
GLfloat white[]={1.0,1.0,1.0,1.0};
glMaterialf(GL_FRONT,GL_SHININESS,100);
glMaterialfv(GL_FRONT,GL_SPECULAR,white);
glViewport(0,0,512,512);
glutSolidCube(20.0);
glBindTexture(GL_TEXTURE_2D,pictures[0]);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, 512, 512, 0);
glClearColor(0.0,0.0,0.0,1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(offset_width,offset_height,width,height);
ViewOrtho();
glEnable(GL_TEXTURE_2D);
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBegin(GL_QUADS);
GLfloat white[]={1.0,1.0,1.0,0.5};
glMaterialf(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,white);
glTexCoord2f(0,0);
glVertex2f(0,0);
glTexCoord2f(1,0);
glVertex2f(512,0);
glTexCoord2f(1,1);
glVertex2f(512,512);
glTexCoord2f(0,1);
glVertex2f(0,512);
glEnd();
ViewPerspective();
glDisable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
glBindTexture(GL_TEXTURE_2D,0); |
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