glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glTranslatef(0.5f,0.5f,0.0f);
glRotatef(Rotation,0.0f,0.0f,1.0f);
glTranslatef(-0.5f,-0.5f,0.0f);
glMatrixMode(GL_MODELVIEW);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2f(X, Y);
glTexCoord2f(1, 0);
glVertex2f(X + Width, Y);
glTexCoord2f(1, 1);
glVertex2f(X + Width, Y + Height);
glTexCoord2f(0, 1);
glVertex2f(X, Y + Height);
glEnd();
public void DrawTexture(Texture key, float X, float Y, int Width, int Height, float Rotation)
{
key.bind();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glLoadIdentity();
glRotatef(Rotation, 0.0f, 0.0f, 1.0f);
glScaled(3, 3, 1);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2f(X, Y);
glTexCoord2f(1, 0);
glVertex2f(X + Width, Y);
glTexCoord2f(1, 1);
glVertex2f(X + Width, Y + Height);
glTexCoord2f(0, 1);
glVertex2f(X, Y + Height);
glEnd();
}
public void DrawTexture(Texture key, float X, float Y, int Width, int Height, float Rotation)
{
key.bind();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glLoadIdentity();
glTranslatef(X*Scale + (Width*Scale)/2, Y*Scale + (Height*Scale)/2, 0.0f);
glRotatef(Rotation, 0.0f, 0.0f, 1.0f);
glTranslatef(-X*Scale - (Width*Scale)/2, -Y*Scale - (Height*Scale)/2, 0.0f);
glScaled(Scale, Scale, 1);
glMatrixMode(GL_MODELVIEW);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2f(X, Y);
glTexCoord2f(1, 0);
glVertex2f(X + Width, Y);
glTexCoord2f(1, 1);
glVertex2f(X + Width, Y + Height);
glTexCoord2f(0, 1);
glVertex2f(X, Y + Height);
glEnd();
}