glDisable(GL_CULL_FACE);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
- glEnable(GL_VERTEX_ARRAY);
- glEnable(GL_TEXTURE_COORD_ARRAY);
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Init the projection matrix, viewport and stuff
const Color& bottom = gradientrequest->bottom;
glDisable(GL_TEXTURE_2D);
- glDisable(GL_TEXTURE_COORD_ARRAY);
- glEnable(GL_COLOR_ARRAY);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ glEnableClientState(GL_COLOR_ARRAY);
float vertices[] = {
0, 0,
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
- glDisable(GL_COLOR_ARRAY);
- glEnable(GL_TEXTURE_COORD_ARRAY);
+ glDisableClientState(GL_COLOR_ARRAY);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnable(GL_TEXTURE_2D);
glColor4f(1, 1, 1, 1);
glDisable(GL_TEXTURE_2D);
glColor4f(fillrectrequest->color.red, fillrectrequest->color.green,
fillrectrequest->color.blue, fillrectrequest->color.alpha);
- glDisable(GL_TEXTURE_COORD_ARRAY);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
float vertices[] = {
x, y,
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
- glEnable(GL_TEXTURE_COORD_ARRAY);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnable(GL_TEXTURE_2D);
glColor4f(1, 1, 1, 1);
}
vertices[p++] = x - ex2; vertices[p++] = y + ey2;
}
- glDisable(GL_TEXTURE_COORD_ARRAY);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, vertices);
glDrawArrays(GL_TRIANGLES, 0, points);
- glEnable(GL_TEXTURE_COORD_ARRAY);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnable(GL_TEXTURE_2D);
glColor4f(1, 1, 1, 1);