rendered paste bodyvoid UpdateScreen()
{
// Blank entire screen
glClear(GL_COLOR_BUFFER_BIT);
// Enable vertex, color and texture arrays.
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
// Feed the arrays.
glVertexPointer(2, GL_INT, 0, &this->VertexCoords.at(0));
glColorPointer(3, GL_FLOAT, 0, &this->ColorCoords.at(0));
glTexCoordPointer(2, GL_FLOAT, 0, &this->TextureCoords.at(0));
// Draw a number of primitives based upon currently fed arrays.
glDrawArrays(GL_QUADS, 0, this->VertexCoords.size());
// Disable vertex, color and texture arrays.
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
// Wait for all OpenGL operations to finish.
glFinish();
// Draw content to screen.
SDL_GL_SwapBuffers();
// Reset coordinate system.
glLoadIdentity();
}