rendered paste bodyvoid RenderCard(int nCard,GLfloat width, GLfloat height,GLfloat x,
GLfloat y, GLfloat z,GLfloat z_tilt)
{
if((nCard>MAX_CARDS) || nCard<0)
return;
glBindTexture(GL_TEXTURE_2D, the_card);
glColor3f(1.0f,1.0f,1.0f);
glBegin (GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(x , y , z+z_tilt); // Bottom Left
glTexCoord2f(1.0f, 0.0f); glVertex3f(x+width, y , z+z_tilt); // Bottom Right
glTexCoord2f(1.0f, 1.0f); glVertex3f(x+width, y+height , z); // Top Right
glTexCoord2f(0.0f, 1.0f); glVertex3f(x , y+height , z); // Top Left
glEnd ();
glBindTexture(GL_TEXTURE_2D, cards[nCard]);
glColor3f(1.0f,1.0f,1.0f);
GLfloat identX, identY,identY2;
identX = 65*width/512;
identY = 399*height/512;
identY2= 175*height/512;
glBegin (GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(x+identX , y+identY2, z+z_tilt); // Bottom Left
glTexCoord2f(1.0f, 0.0f); glVertex3f(x+width-identX, y+identY2, z+z_tilt); // Bottom Right
glTexCoord2f(1.0f, 1.0f); glVertex3f(x+width-identX, y+identY, z); // Top Right
glTexCoord2f(0.0f, 1.0f); glVertex3f(x+identX , y+identY, z); // Top Left
glEnd ();