- glEnable(GL_CULL_FACE);
- glEnable(GL_TEXTURE_2D);
- glShadeModel(GL_SMOOTH);
- glClearColor(0, 0, 0, 0.5f);
- glClearDepth(1.0);
- glEnable(GL_DEPTH_TEST);
- glDepthFunc(GL_LEQUAL);
- glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
- glViewport(0, 0, 800, 600);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- gluPerspective(45, 800 / 600, 0.1f, 1000);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- t1.bind();
- t2.bind();
- while(!Display.isCloseRequested()){
- glClearColor(0,0,0,0);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- glLoadIdentity();
- glTranslatef(0, 0 , -6f);
- // Texturen vorbereiten
- ARBMultitexture.glActiveTextureARB(ARBMultitexture.GL_TEXTURE0_ARB);
- glEnable(GL_TEXTURE_2D);
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);// Tex-Envroiment einstellen
- glBindTexture(GL_TEXTURE_2D, t1.getTextureID());
- ARBMultitexture.glActiveTextureARB(ARBMultitexture.GL_TEXTURE1_ARB);
- glEnable(GL_TEXTURE_2D);
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);// Tex-Envroiment einstellen
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE);
- glBindTexture(GL_TEXTURE_2D, t2.getTextureID());
- glBegin(GL_QUADS);
- ARBMultitexture.glMultiTexCoord2fARB(ARBMultitexture.GL_TEXTURE0_ARB, 0, 1);
- ARBMultitexture.glMultiTexCoord2fARB(ARBMultitexture.GL_TEXTURE1_ARB, 0, 1);
- glVertex3f(-1,-1,0);
- ARBMultitexture.glMultiTexCoord2fARB(ARBMultitexture.GL_TEXTURE0_ARB, 1, 1);
- ARBMultitexture.glMultiTexCoord2fARB(ARBMultitexture.GL_TEXTURE1_ARB, 1, 1);
- glVertex3f(1,-1,0);
- ARBMultitexture.glMultiTexCoord2fARB(ARBMultitexture.GL_TEXTURE0_ARB, 1, 0);
- ARBMultitexture.glMultiTexCoord2fARB(ARBMultitexture.GL_TEXTURE1_ARB, 1, 0);
- glVertex3f(1,1,0);
- ARBMultitexture.glMultiTexCoord2fARB(ARBMultitexture.GL_TEXTURE0_ARB, 0, 0);
- ARBMultitexture.glMultiTexCoord2fARB(ARBMultitexture.GL_TEXTURE1_ARB, 0, 0);
- glVertex3f(-1,1,0);
- glEnd();
- Display.update();
- Display.sync(60);
- }