g_texRectTVtx[3].tcord[0].u,g_texRectTVtx[3].tcord[0].v,
};
- float w = windowSetting.uDisplayWidth / 2.0f, h = windowSetting.uDisplayHeight / 2.0f, inv = 1.0f;
+ GLfloat tex2[] = {
+ g_texRectTVtx[0].tcord[1].u,g_texRectTVtx[0].tcord[1].v,
+ g_texRectTVtx[1].tcord[1].u,g_texRectTVtx[1].tcord[1].v,
+ g_texRectTVtx[2].tcord[1].u,g_texRectTVtx[2].tcord[1].v,
+
+ g_texRectTVtx[0].tcord[1].u,g_texRectTVtx[0].tcord[1].v,
+ g_texRectTVtx[2].tcord[1].u,g_texRectTVtx[2].tcord[1].v,
+ g_texRectTVtx[3].tcord[1].u,g_texRectTVtx[3].tcord[1].v,
+ };
+
+ float w = windowSetting.uDisplayWidth / 2.0f, h = windowSetting.uDisplayHeight / 2.0f, inv = 1.0f;
GLfloat vertices[] = {
-inv + g_texRectTVtx[0].x/ w, inv - g_texRectTVtx[0].y/ h, -g_texRectTVtx[0].z,1,
glVertexAttribPointer(VS_COLOR, 4, GL_FLOAT,GL_FALSE, 0, &colour );
glVertexAttribPointer(VS_POSITION,4,GL_FLOAT,GL_FALSE,0,&vertices);
glVertexAttribPointer(VS_TEXCOORD0,2,GL_FLOAT,GL_FALSE, 0, &tex);
+ glVertexAttribPointer(VS_TEXCOORD1,2,GL_FLOAT,GL_FALSE, 0, &tex2);
//OPENGL_CHECK_ERRORS;
glDrawArrays(GL_TRIANGLES,0,6);
//OPENGL_CHECK_ERRORS;
glVertexAttribPointer(VS_COLOR, 4, GL_UNSIGNED_BYTE,GL_TRUE, sizeof(uint8)*4, &(g_oglVtxColors[0][0]) );
glVertexAttribPointer(VS_POSITION,4,GL_FLOAT,GL_FALSE,sizeof(float)*5,&(g_vtxProjected5[0][0]));
glVertexAttribPointer(VS_TEXCOORD0,2,GL_FLOAT,GL_FALSE, sizeof( TLITVERTEX ), &(g_vtxBuffer[0].tcord[0].u));
+ glVertexAttribPointer(VS_TEXCOORD1,2,GL_FLOAT,GL_FALSE, sizeof( TLITVERTEX ), &(g_vtxBuffer[0].tcord[1].u));
#endif