g_message("ridge:expose");
glPushMatrix();
glEnable(GL_TEXTURE_2D);
- glColor3f(1,1,1);
+ glColor4f(1,1,1,1);
for (int i = 0; i < LAYER_COUNT; i++) {
glBindTexture(GL_TEXTURE_2D, layers[i].tex);
glBegin(GL_POLYGON);
- glTexCoord2f(0.0, 0.0); glVertex3f(500*1000*-1.0, 500*1000* 1.0, layers[i].z);
+ glTexCoord2f(0.0, 0.0); glVertex3f(500*1000*-1.0, 500*1000* 0.0, layers[i].z);
glTexCoord2f(0.0, 1.0); glVertex3f(500*1000*-1.0, 500*1000*-1.0, layers[i].z);
glTexCoord2f(1.0, 1.0); glVertex3f(500*1000* 1.0, 500*1000*-1.0, layers[i].z);
- glTexCoord2f(1.0, 0.0); glVertex3f(500*1000* 1.0, 500*1000* 1.0, layers[i].z);
+ glTexCoord2f(1.0, 0.0); glVertex3f(500*1000* 1.0, 500*1000* 0.0, layers[i].z);
glEnd();
}