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public text v1 · immutableglBindTexture(GL_TEXTURE_2D, m_textureId);
while (m_running)
{
glColor3f(1.0f, 1.0f, 1.0f);
glBegin(GL_QUADS);
glTexCoord2f(0, 480);
glVertex2f(0, 0);
glTexCoord2f(640, 480);
glVertex2f(640, 0);
glTexCoord2f(640, 0);
glVertex2f(640, 480);
glTexCoord2f(0, 0);
glVertex2f(0, 480);
glEnd();
}