- glEnable(GL_BLEND);
- glBlendFunc(GL_ZERO, GL_SRC_COLOR);
- glBegin(GL_QUADS);
- glColor4f(1, 1, 1, 1);
- glMultiTexCoord2fARB(GL_TEXTURE0_ARB,1,0);
- glMultiTexCoord2fARB(GL_TEXTURE1_ARB,1,0);
- glVertex3f((width / 2), 0, 0);
- glMultiTexCoord2fARB(GL_TEXTURE0_ARB,0,0);
- glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0,0);
- glVertex3f(-(width / 2), 0, 0);
- glMultiTexCoord2fARB(GL_TEXTURE0_ARB,0,1);
- glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0,1);
- glVertex3f(-(width / 2), height, 0);
- glMultiTexCoord2fARB(GL_TEXTURE0_ARB,1,1);
- glMultiTexCoord2fARB(GL_TEXTURE1_ARB,1,1);
- glVertex3f((width / 2), height, 0);
- glMultiTexCoord2fARB(GL_TEXTURE0_ARB,1,0);
- glMultiTexCoord2fARB(GL_TEXTURE1_ARB,1,0);
- glVertex3f(0, 0, (width / 2));
- glMultiTexCoord2fARB(GL_TEXTURE0_ARB,0,0);
- glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0,0);
- glVertex3f(0, 0, -(width / 2));
- glMultiTexCoord2fARB(GL_TEXTURE0_ARB,0,1);
- glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0,1);
- glVertex3f(0, height, -(width / 2));
- glMultiTexCoord2fARB(GL_TEXTURE0_ARB,1,1);
- glMultiTexCoord2fARB(GL_TEXTURE1_ARB,1,1);
- glVertex3f(0, height, (width / 2));
- glMultiTexCoord2fARB(GL_TEXTURE0_ARB,1,0);
- glMultiTexCoord2fARB(GL_TEXTURE1_ARB,1,0);
- glVertex3f(-(width / 2), 0, 0);
- glMultiTexCoord2fARB(GL_TEXTURE0_ARB,0,0);
- glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0,0);
- glVertex3f((width / 2), 0, 0);
- glMultiTexCoord2fARB(GL_TEXTURE0_ARB,0,1);
- glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0,1);
- glVertex3f((width / 2), height, 0);
- glMultiTexCoord2fARB(GL_TEXTURE0_ARB,1,1);
- glMultiTexCoord2fARB(GL_TEXTURE1_ARB,1,1);
- glVertex3f(-(width / 2), height, 0);
- glMultiTexCoord2fARB(GL_TEXTURE0_ARB,1,0);
- glMultiTexCoord2fARB(GL_TEXTURE1_ARB,1,0);
- glVertex3f(0, 0, -(width / 2));
- glMultiTexCoord2fARB(GL_TEXTURE0_ARB,0,0);
- glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0,0);
- glVertex3f(0, 0, (width / 2));
- glMultiTexCoord2fARB(GL_TEXTURE0_ARB,0,1);
- glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0,1);
- glVertex3f(0, height, (width / 2));
- glMultiTexCoord2fARB(GL_TEXTURE0_ARB,1,1);
- glMultiTexCoord2fARB(GL_TEXTURE1_ARB,1,1);
- glVertex3f(0, height, -(width / 2));
- glEnd();
- glDisable(GL_BLEND);