+ quad = glGenLists(1);
+ glNewList(quad, GL_COMPILE);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0); glVertex2f(0, 0);
+ glTexCoord2f(1, 0); glVertex2f(1, 0);
+ glTexCoord2f(1, 1); glVertex2f(1, 1);
+ glTexCoord2f(0, 1); glVertex2f(0, 1);
+ glEnd();
+ glEndList();
+
+ tri = glGenLists(1);
+ glNewList(tri, GL_COMPILE);
+ glBegin(GL_TRIANGLES);
+ glTexCoord2f(0, 0); glVertex2f(0, 0);
+ glTexCoord2f(2, 0); glVertex2f(2, 0);
+ glTexCoord2f(0, 2); glVertex2f(0, 2);
+ glEnd();
+ glEndList();
+