- t.Bind();
- glBegin(GL_QUADS);
- glTexCoord2f(0,0); glVertex3f(-Quad.xc, -Quad.yc, 0);
- glTexCoord2f(1,0); glVertex3f( Quad.xc, -Quad.yc, 0);
- glTexCoord2f(1,1); glVertex3f( Quad.xc, Quad.yc, 0);
- glTexCoord2f(0,1); glVertex3f(-Quad.xc, Quad.yc, 0);
- glEnd();