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| 12.30.2007 at 01:33PM PST, ID: 23050007 |
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void CDraw::BorderRect( int x, int y, int width, int height, vec4_t color )
{
GLint mDraw[4] = {x, x + width -1, this->drawSize[1] - y -1, this->drawSize[1] - y - height };
glBegin( GL_LINE_LOOP );
glColor4fv( color );
glVertex2i( mDraw[1], mDraw[3] );
glVertex2i( mDraw[0], mDraw[3] );
glVertex2i( mDraw[0], mDraw[2] );
glVertex2i( mDraw[1], mDraw[2] );
glEnd();
glColor3f( 1, 0, 0 );
//glDepthFunc( GL_ALWAYS );
glBegin( GL_POINTS );
glVertex2i( mDraw[1], mDraw[3] );
glVertex2i( mDraw[0], mDraw[3] );
glVertex2i( mDraw[0], mDraw[2] );
glVertex2i( mDraw[1], mDraw[2] );
glEnd();
}
//initialisation before this function:
glPushMatrix(); // save current modelview matrix
glLoadIdentity(); // reset modelview matrix
// set to 2D orthogonal projection
glGetIntegerv( GL_MATRIX_MODE, &oldMode );
glMatrixMode( GL_PROJECTION ); // switch to projection matrix
glPushAttrib( GL_ALL_ATTRIB_BITS );
glDisable( GL_LIGHTING );
glGetBooleanv( GL_BLEND, &oldBlend );
glEnable( GL_BLEND );
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//glEnable(GL_LINE_SMOOTH);
glPushMatrix(); // save current projection matrix
glLoadIdentity(); // reset projection matrix
gluOrtho2D(0, drawSize[0], 0, drawSize[1]); // set to orthogonal projection
//drawSize[0] and [1] are width, and height of my opengl window.
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