- glTexCoord2f(0, 0);
- glVertex2f(x, y);
- glTexCoord2f((float)w / pw, 0);
- glVertex2f(sw+x, y);
- glTexCoord2f((float)w / pw, (float)h / ph); glVertex2f((float)sw+x, (float)sh+y);
- glVertex2f(sw +x, sh+y);
- glTexCoord2f(0, (float)h / ph);
- glVertex2f(x, sh+y);
+
+ if(effect & VERTICAL_FLIP & HORIZONTAL_FLIP)
+ {
+ glTexCoord2f(0, 0);
+ glVertex2f((float)sw+x, (float)sh+y);
+
+ glTexCoord2f((float)w / pw, 0);
+ glVertex2f(x, (float)sh+y);
+
+ glTexCoord2f((float)w / pw, (float)h / ph);
+ glVertex2f(x, y);
+
+ glTexCoord2f(0, (float)h / ph);
+ glVertex2f((float)sw+x, y);
+ }
+ else if(effect & VERTICAL_FLIP)
+ {
+ glTexCoord2f(0, 0);
+ glVertex2f(x, (float)sh+y);
+
+ glTexCoord2f((float)w / pw, 0);
+ glVertex2f((float)sw+x, (float)sh+y);
+
+ glTexCoord2f((float)w / pw, (float)h / ph);
+ glVertex2f((float)sw+x, y);
+
+ glTexCoord2f(0, (float)h / ph);
+ glVertex2f(x, y);
+ }
+ else if(effect & HORIZONTAL_FLIP)
+ {
+ glTexCoord2f(0, 0);
+ glVertex2f((float)sw+x, y);
+
+ glTexCoord2f((float)w / pw, 0);
+ glVertex2f(x, y);
+
+ glTexCoord2f((float)w / pw, (float)h / ph);
+ glVertex2f(x, (float)sh+y);
+
+ glTexCoord2f(0, (float)h / ph);
+ glVertex2f((float)sw+x, (float)sh+y);
+ }
+ else
+ {
+ glTexCoord2f(0, 0);
+ glVertex2f(x, y);
+
+ glTexCoord2f((float)w / pw, 0);
+ glVertex2f((float)sw+x, y);
+
+ glTexCoord2f((float)w / pw, (float)h / ph);
+ glVertex2f((float)sw+x, (float)sh+y);
+
+ glTexCoord2f(0, (float)h / ph);
+ glVertex2f(x, (float)sh+y);
+ }