void Graphic::render(unsigned wd, unsigned ht) const
{
- GL::VertexArray varr((GL::TEXCOORD2, GL::VERTEX2));
- RefPtr<GL::VertexArrayBuilder> vab=varr.modify();
-
vector<float> x, y;
create_coords(0.0f-shadow.left, wd+shadow.right, border.left, border.right, slice.w-border.left-border.right, x);
create_coords(0.0f-shadow.bottom, ht+shadow.top, border.bottom, border.top, slice.h-border.bottom-border.top, y);
unsigned ymax=y.size()-(border.top ? 2 : 3);
texture->bind();
- GL::Immediate imm((GL::TEXCOORD2,GL::VERTEX2));
+ GL::Immediate imm((GL::COLOR4_UBYTE, GL::TEXCOORD2, GL::VERTEX2));
+ imm.color(1.0f, 1.0f, 1.0f);
imm.begin(GL::QUADS);
for(unsigned i=ymin; i<=ymax; ++i)
{