void RenderCard(int nCard,GLfloat width, GLfloat height,GLfloat x, GLfloat y, GLfloat z,GLfloat z_tilt) { if((nCard>MAX_CARDS) || nCard<0) return; glBindTexture(GL_TEXTURE_2D, the_card); glColor3f(1.0f,1.0f,1.0f); glBegin (GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex3f(x , y , z+z_tilt); // Bottom Left glTexCoord2f(1.0f, 0.0f); glVertex3f(x+width, y , z+z_tilt); // Bottom Right glTexCoord2f(1.0f, 1.0f); glVertex3f(x+width, y+height , z); // Top Right glTexCoord2f(0.0f, 1.0f); glVertex3f(x , y+height , z); // Top Left glEnd (); glBindTexture(GL_TEXTURE_2D, cards[nCard]); glColor3f(1.0f,1.0f,1.0f); GLfloat identX, identY,identY2; identX = 65*width/512; identY = 399*height/512; identY2= 175*height/512; glBegin (GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex3f(x+identX , y+identY2, z+z_tilt); // Bottom Left glTexCoord2f(1.0f, 0.0f); glVertex3f(x+width-identX, y+identY2, z+z_tilt); // Bottom Right glTexCoord2f(1.0f, 1.0f); glVertex3f(x+width-identX, y+identY, z); // Top Right glTexCoord2f(0.0f, 1.0f); glVertex3f(x+identX , y+identY, z); // Top Left glEnd ();