local drawX:float,drawY:float
local drawWidth:float,drawHeight:float
glBegin(GL_QUADS)
glTexCoord2f 0,0
glVertex2f drawX,drawY
glTexCoord2f 1,0
glVertex2f drawX+drawWidth,drawY
glTexCoord2f 1,1
glVertex2f drawX+DrawWidth,drawy+drawheight
glTexCoord2f 0,1
glVertex2f drawx,drawy+drawheight
glEnd()
to help you visualize it. of course that does not cover the gl code to load and bind a texture, that would simply render a solid rect.(Whose color could be changed by calling glColor4f)
In short, always roll your own renderer. Even if you don't need to, do it. You'll learn faster, end up with more flexible engines(max2d is a newbie engine, whichever way you look at it. Not one "Wow" feature, at least in my eyes)
If you need more help, speak to my mate dave. he's a wizard at this coding lark. me, I just make him tea.
local drawWidth:float,drawHeight:float
glBegin(GL_QUADS)
glTexCoord2f 0,0
glVertex2f drawX,drawY
glTexCoord2f 1,0
glVertex2f drawX+drawWidth,drawY
glTexCoord2f 1,1
glVertex2f drawX+DrawWidth,drawy+drawheight
glTexCoord2f 0,1
glVertex2f drawx,drawy+drawheight
glEnd()
to help you visualize it. of course that does not cover the gl code to load and bind a texture, that would simply render a solid rect.(Whose color could be changed by calling glColor4f)
In short, always roll your own renderer. Even if you don't need to, do it. You'll learn faster, end up with more flexible engines(max2d is a newbie engine, whichever way you look at it. Not one "Wow" feature, at least in my eyes)
If you need more help, speak to my mate dave. he's a wizard at this coding lark. me, I just make him tea.