glClear(GL_COLOR_BUFFER_BIT);
glBegin(GL_TRIANGLES);
- glTexCoord2f(0, 0);
- glVertex2f(-1, -1);
- glTexCoord2f(tex_sx * 2.0f, 0);
- glVertex2f(3, -1);
glTexCoord2f(0, tex_sy * 2.0f);
- glVertex2f(-1, 3);
+ glVertex2f(-1, -3);
+ glTexCoord2f(tex_sx * 2.0f, 0);
+ glVertex2f(3, 1);
+ glTexCoord2f(0, 0);
+ glVertex2f(-1, 1);
glEnd();
}