--- /dev/null
+#include <cmath>
+#include <msp/graphics/simplewindow.h>
+#include <msp/gl/framebuffer.h>
+#include <msp/gl/matrix.h>
+#include <msp/gl/mesh.h>
+#include <msp/gl/meshbuilder.h>
+#include <msp/gl/projection.h>
+#include <msp/gl/texenv.h>
+#include <msp/gl/texture2d.h>
+#include <msp/gl/texturing.h>
+#include <msp/time/timestamp.h>
+#include <msp/time/utils.h>
+#include <msp/time/units.h>
+
+using namespace Msp;
+
+int main()
+{
+ Graphics::SimpleGLWindow wnd(400, 400);
+
+ GL::Texture2D tex1;
+ GL::Texture2D tex2;
+
+ char *data = new char[256*256*4];
+ for(unsigned y=0; y<256; ++y)
+ for(unsigned x=0; x<256; ++x)
+ {
+ unsigned i = (x+y*256)*3;
+ data[i] = 255;
+ data[i+1] = (((x/32)+(y/32))&1 ? 255 : 0);
+ data[i+2] = 0;
+ }
+ tex1.storage(GL::RGB, 256, 256);
+ tex1.set_min_filter(GL::LINEAR);
+ tex1.image(0, GL::RGB, GL::UNSIGNED_BYTE, data);
+
+ for(unsigned y=0; y<256; ++y)
+ for(unsigned x=0; x<256; ++x)
+ {
+ unsigned i = (x+y*256)*4;
+ data[i] = data[i+1] = data[i+2] = 0;
+ data[i+3] = (((x/32)+(y/32))&1 ? 255 : 0);
+ }
+ tex2.storage(GL::RGBA, 256, 256);
+ tex2.set_min_filter(GL::LINEAR);
+ tex2.image(0, GL::RGBA, GL::UNSIGNED_BYTE, data);
+ delete[] data;
+
+ GL::Texturing texturing;
+ texturing.attach(0, tex1);
+ GL::TexEnv texenv;
+ texenv.set_mode(GL::DECAL);
+ texturing.attach(1, tex2, texenv);
+
+ GL::MatrixStack::projection() = GL::Matrix::frustum_centered(0.2, 0.2, 0.2, 10);
+ GL::MatrixStack::modelview() = GL::Matrix::translation(0, 0, -3);
+ GL::MatrixStack::modelview() *= GL::Matrix::rotation(-45, 1, 0, 0);
+
+ GL::Mesh mesh((GL::TEXCOORD2, GL::TEXCOORD2,1, GL::VERTEX3));
+ GL::MeshBuilder bld(mesh);
+ bld.begin(GL::QUADS);
+ bld.texcoord(0, 0);
+ bld.multitexcoord(1, -0.2071, 0.5);
+ bld.vertex(-1, -1);
+ bld.texcoord(1, 0);
+ bld.multitexcoord(1, 0.5, -0.2071);
+ bld.vertex(1, -1);
+ bld.texcoord(1, 1);
+ bld.multitexcoord(1, 1.2071, 0.5);
+ bld.vertex(1, 1);
+ bld.texcoord(0, 1);
+ bld.multitexcoord(1, 0.5, 1.2071);
+ bld.vertex(-1, 1);
+ bld.end();
+
+ wnd.show();
+ float angle = 0;
+ Time::TimeStamp last;
+ while(1)
+ {
+ for(unsigned i=0; i<4; ++i)
+ {
+ float *v = mesh.modify_vertex(i);
+ v[2] = 0.5+sin(angle)*0.1+cos(angle+i*M_PI/2)*0.7071;
+ v[3] = 0.5+cos(angle)*0.1+sin(angle+i*M_PI/2)*0.7071;
+ }
+ wnd.get_display().tick();
+ GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT);
+ {
+ GL::Bind bind_tex(texturing);
+ mesh.draw();
+ }
+ wnd.swap_buffers();
+ Time::TimeStamp t = Time::now();
+ if(last)
+ angle += 0.5*((t-last)/Time::sec);
+ last = t;
+ }
+
+ return 0;
+}