- //glEnable(GL_DEPTH_TEST);
- glEnable(GL_CULL_FACE);
- glViewport(0, 0, 800, 600);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- gluPerspective(45, 800 / 600, 0.1f, 1000);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- glTranslatef(0, 0 , -6f);
- while(!Display.isCloseRequested()){
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- glLoadIdentity();
- gluLookAt(0,2,8,
- 0,0,0,
- 0,1,0);
- glPushMatrix();
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE);
- glColor4f(1,1,1,0.5f);
- t1.bind();
- glBindTexture(GL_TEXTURE_2D, t1.getTextureID());
- glBegin(GL_TRIANGLES);
- glTexCoord3f(-1,-1, 0); glVertex3f(-1,-1,0);
- glTexCoord3f(1,-1, 0); glVertex3f(1,-1,0);
- glTexCoord3f(0,1, 0); glVertex3f(0,1,0);
- glEnd();
- t2.bind();
- glBindTexture(GL_TEXTURE_2D, t2.getTextureID());
- glBegin(GL_TRIANGLES);
- glTexCoord3f(-1,-1, 0); glVertex3f(-1,-1,0);
- glTexCoord3f(1,-1, 0); glVertex3f(1,-1,0);
- glTexCoord3f(0,1, 0); glVertex3f(0,1,0);
- glEnd();