glBindTexture(GL_TEXTURE_2D, m_textureId); while (m_running) { glColor3f(1.0f, 1.0f, 1.0f); glBegin(GL_QUADS); glTexCoord2f(0, 480); glVertex2f(0, 0); glTexCoord2f(640, 480); glVertex2f(640, 0); glTexCoord2f(640, 0); glVertex2f(640, 480); glTexCoord2f(0, 0); glVertex2f(0, 480); glEnd(); }