int draw_tiles(GLvoid)
{
int tile;
glLoadIdentity();
for (int y = 0; y < MAP_SIZEY; y++)
{
for (int x = 0; x < MAP_SIZEX; x++)
{
tile = map[y][x];
glBindTexture(GL_TEXTURE_2D, texture[tile]);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 1.0f); glVertex2f(tiles[x][y].tlVertex_x, tiles[x][y].tlVertex_y);
glTexCoord2f(1.0f, 1.0f); glVertex2f(tiles[x][y].trVertex_x, tiles[x][y].trVertex_y);
glTexCoord2f(1.0f, 0.0f); glVertex2f(tiles[x][y].blVertex_x, tiles[x][y].blVertex_y);
glTexCoord2f(0.0f, 0.0f); glVertex2f(tiles[x][y].brVertex_x, tiles[x][y].brVertex_y );
glEnd();
}
}
return (1);
}
void PrecalcTileCoords(GLvoid)
{
for (int y = 0; y < MAP_SIZEY; y++)
{
for (int x = 0; x < MAP_SIZEX; x++)
{
tiles[x][y].tlVertex_x = float(x)*50;
tiles[x][y].tlVertex_y = float(y)*50;
tiles[x][y].trVertex_x = float(x+1)*50;
tiles[x][y].trVertex_y = float(y)*50;
tiles[x][y].blVertex_x = float(x+1)*50;
tiles[x][y].blVertex_y = float(y+1)*50;
tiles[x][y].brVertex_x = float(x) * 50;
tiles[x][y].brVertex_y = float(y + 1) * 50;
}
}
}