glMatrixMode(GL_TEXTURE); glLoadIdentity(); glRotatef(tb.angle, 0.0, 0.0, 1.0); glBindTexture(GL_TEXTURE_2D, tb.tex); glBegin(GL_QUADS); { glColor4f(1.0, 1.0, 1.0, 1.0/(50.0)*(float)m_i); glTexCoord2f(0, 0); glVertex3f(-tb.cx, -tb.cy, 0); glTexCoord2f(1, 0); glVertex3f(tb.cx, -tb.cy, 0); glTexCoord2f(1, 1); glVertex3f(tb.cx, tb.cy, 0); glTexCoord2f(0, 1); glVertex3f(-tb.cx, tb.cy, 0); } glEnd();