- (BOOL) draw_tiles
{
int tile;
int x,y;
char map[MAP_SIZEY][MAP_SIZEX] =
{
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
};
for (y = 0; y < MAP_SIZEY; y++)
{
for (x = 0; x < MAP_SIZEX; x++)
{
glLoadIdentity();
tile = map[y][x];
glBindTexture(GL_TEXTURE_2D, texture[tile]);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(float(x), float(y), 0.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(float(x + 1), float(y), 0.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(float(x + 1), float(y + 1), 0.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(float(x), float(y + 1), 0.0f);
glEnd();
}
}
return (1);
}