if ( drawSmooth ) {
glShadeModel( GL_SMOOTH );
}
+ else {
+ glShadeModel( GL_FLAT );
+ glColor4f(1, 1, 1, 1);
+ }
if ( drawTextured ) {
glEnable( GL_TEXTURE_2D );
}
glBegin( GL_QUADS );
- glColor4f( 1.0, 0.0, 0.0, 1.0 );
+ if ( drawSmooth ) glColor4f( 1.0, 0.0, 1.0, 1.0 );
glTexCoord2f( 0.0, 0.0 );
glVertex2f( -0.8, -0.8 );
- glColor4f( 0.0, 1.0, 0.0, 1.0 );
+ if ( drawSmooth ) glColor4f( 1.0, 0.0, 1.0, 1.0 );
glTexCoord2f( 1.0, 0.0 );
glVertex2f( 0.8, -0.8 );
- glColor4f( 0.0, 0.0, 1.0, 1.0 );
+ if ( drawSmooth ) glColor4f( 0.0, 1.0, 0.0, 1.0 );
glTexCoord2f( 1.0, 1.0 );
glVertex2f( 0.8, 0.8 );
- glColor4f( 1.0, 1.0, 1.0, 1.0 );
+ if ( drawSmooth ) glColor4f( 0.0, 1.0, 0.0, 1.0 );
glTexCoord2f( 0.0, 1.0 );
glVertex2f( -0.8, 0.8 );
glEnd();