- // so draw it using y/z instead.
- g_QglTable.m_pfn_qglBegin(GL_QUADS);
- g_QglTable.m_pfn_qglTexCoord2f(0.0f, 0.0f);
- g_QglTable.m_pfn_qglVertex3f(0.0f, static_cast<float>(w), static_cast<float>(h));
- g_QglTable.m_pfn_qglTexCoord2f(1.0f, 0.0f);
- g_QglTable.m_pfn_qglVertex3f(0.0f, 0.0f - static_cast<float>(w), static_cast<float>(h));
- g_QglTable.m_pfn_qglTexCoord2f(1.0f, 1.0f);
- g_QglTable.m_pfn_qglVertex3f(0.0f, 0.0f - static_cast<float>(w), 0.0f - static_cast<float>(h));
- g_QglTable.m_pfn_qglTexCoord2f(0.0f, 0.0f);
- g_QglTable.m_pfn_qglVertex3f(0.0f, static_cast<float>(w), 0.0f - static_cast<float>(h));
- g_QglTable.m_pfn_qglEnd ();
+ // so draw it using y/z instead.
+ g_QglTable.m_pfn_qglBegin(GL_QUADS);
+ g_QglTable.m_pfn_qglTexCoord2f(0.0f, 0.0f);
+ g_QglTable.m_pfn_qglVertex3f(0.0f, static_cast<float>( w ), static_cast<float>( h ));
+ g_QglTable.m_pfn_qglTexCoord2f(1.0f, 0.0f);
+ g_QglTable.m_pfn_qglVertex3f(0.0f, 0.0f - static_cast<float>( w ), static_cast<float>( h ));
+ g_QglTable.m_pfn_qglTexCoord2f(1.0f, 1.0f);
+ g_QglTable.m_pfn_qglVertex3f(0.0f, 0.0f - static_cast<float>( w ), 0.0f - static_cast<float>( h ));
+ g_QglTable.m_pfn_qglTexCoord2f(0.0f, 0.0f);
+ g_QglTable.m_pfn_qglVertex3f(0.0f, static_cast<float>( w ), 0.0f - static_cast<float>( h ));
+ g_QglTable.m_pfn_qglEnd();