Textured Poly > 4 sides.

BlitzMax Forums/BlitzMax OpenGL Programming/Textured Poly > 4 sides.

...afraid not...
SetGraphicsDriver GLMax2DDriver()
Graphics 800,600,0

Global w,h
Global tex=LoadTexture("my_shadow.png")
Global my_image = LoadImage("max.png")
glTexParameteri GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR
glTexParameteri GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR
glLoadIdentity
glEnable GL_TEXTURE_2D

While Not KeyHit(KEY_ESCAPE)
	Cls
	mx=MouseX() ; my=MouseY()
	DrawImage my_image,600,400

	glLoadIdentity
	
    glBindTexture GL_TEXTURE_2D,tex
	glBegin GL_POLYGON
	 glTexCoord2f 0.0, 0.0 ; glVertex2f mx , my
	 glTexCoord2f 1.0, 0.0 ; glVertex2f mx+w , my
	 glTexCoord2f 1.0, 1.0 ; glVertex2f mx+w , my+h
	 glTexCoord2f 0.0, 1.0 ; glVertex2f mx , my+h
	glEnd
 '   glDeleteTextures(1,Varptr tex)
'    glbindtexture GL_TEXTURE_2D,0
	FlushMem
	Flip
Wend

End

Function LoadTexture(f$)
	Local pm:TPixmap=LoadPixmap(f$)
	w=pm.width ; h=pm.height
	Local texname=bglTexFromPixmap(pm)
	Return texname
End Function


The bind is in effect for the next draw operation unless I either unbind by binding to another texture (haven't got the bind number for the drawimage) or deletetextures which delete all textures or my texture '1' resulting in texture '0' being used again.