- void renderScene(void) {
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
- makeCheckImage();
- makeCheckImage2();
- glActiveTexture(GL_TEXTURE1);
- glEnable(GL_TEXTURE_2D);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, 3, checkImageWidth, checkImageHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, &checkImage[0][0][0]);
- glBindTexture(GL_TEXTURE_2D, 1);
- glDisable(GL_TEXTURE_2D);
- glActiveTexture(GL_TEXTURE2);
- glEnable(GL_TEXTURE_2D);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, 3, checkImageWidth2, checkImageHeight2, 0, GL_RGB, GL_UNSIGNED_BYTE, &checkImage2[0][0][0]);
- glBindTexture(GL_TEXTURE_2D, 2);
- glDisable(GL_TEXTURE_2D);
- glUniform1iARB(glGetUniformLocationARB(p, "textur1"), 1);
- glUniform1iARB(glGetUniformLocationARB(p, "textur2"), 2);
- glBegin(GL_QUADS);
- glMultiTexCoord2f(GL_TEXTURE1, 0.0, 0.0);
- glMultiTexCoord2f(GL_TEXTURE2, 0.0, 0.0);
- glVertex3f(0.0, 0.0, 0.0);
- glMultiTexCoord2f(GL_TEXTURE1, 0.0, 1.0);
- glMultiTexCoord2f(GL_TEXTURE2, 0.0, 1.0);
- glVertex3f(0.0, 1.0, 0.0);
- glMultiTexCoord2f(GL_TEXTURE1, 1.0, 1.0);
- glMultiTexCoord2f(GL_TEXTURE2, 1.0, 1.0);
- glVertex3f(1.0, 1.0, 0.0);
- glMultiTexCoord2f(GL_TEXTURE1, 1.0, 0.0);
- glMultiTexCoord2f(GL_TEXTURE2, 1.0, 0.0);
- glVertex3f(1.0, 0.0, 0.0);
- glEnd();
- glutSwapBuffers();
- }