+ /* Alternate colors to make tearing obvious */
+ if (i & 1) {
+ glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
+ glColor3f(1.0f, 1.0f, 1.0f);
+ } else {
+ glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
+ glColor3f(1.0f, 0.0f, 0.0f);
+ }
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ glRectf(0, 0, width, height);
+