Function BeginMax2D() Local x,y,w,h GetViewport(x,y,w,h) glDisable(GL_LIGHTING) glDisable(GL_DEPTH_TEST) glDisable(GL_SCISSOR_TEST) glDisable(GL_FOG) glDisable(GL_CULL_FACE) glMatrixMode GL_TEXTURE glLoadIdentity glMatrixMode GL_PROJECTION glLoadIdentity glOrtho 0,GraphicsWidth(),GraphicsHeight(),0,-1,1 glMatrixMode GL_MODELVIEW glLoadIdentity SetViewport x,y,w,h Local MaxTex:Int glGetIntegerv(GL_MAX_TEXTURE_UNITS, Varptr(MaxTex)) For Local Layer = 0 Until MaxTex glActiveTexture(GL_TEXTURE0+Layer) glDisable(GL_TEXTURE_CUBE_MAP) glDisable(GL_TEXTURE_GEN_S) glDisable(GL_TEXTURE_GEN_T) glDisable(GL_TEXTURE_GEN_R) glDisable(GL_TEXTURE_2D) Next glActiveTexture(GL_TEXTURE0) 'DrawRect - 10 , - 10 , 5 , 5 glViewport(0,0,TGlobal.Width,TGlobal.Height) glScissor(0,0,TGlobal.Width,TGlobal.Height) End Function Function EndMax2D() glDisable(GL_TEXTURE_CUBE_MAP) glDisable(GL_TEXTURE_GEN_S) glDisable(GL_TEXTURE_GEN_T) glDisable(GL_TEXTURE_GEN_R) glDisable(GL_TEXTURE_2D) TGlobal.EnableStates() End Function
Replace these Functions with the original ones or just insert them in your App to override the original ones. This should work.