float z;
guint tex;
} layers[] = {
- [LAYER_TOPO] = { "Overlays/" "Topo/" "Short/" "%s_Topo_Short.jpg", 1.0, 0 },
- [LAYER_COUNTY] = { "Overlays/" "County/" "Short/" "%s_County_Short.gif", 3.0, 0 },
- [LAYER_RIVERS] = { "Overlays/" "Rivers/" "Short/" "%s_Rivers_Short.gif", 4.0, 0 },
- [LAYER_HIGHWAYS] = { "Overlays/" "Highways/" "Short/" "%s_Highways_Short.gif", 5.0, 0 },
- [LAYER_CITY] = { "Overlays/" "Cities/" "Short/" "%s_City_Short.gif", 6.0, 0 },
+ [LAYER_TOPO] = { "Overlays/" "Topo/" "Short/" "%s_Topo_Short.jpg", 1, 0 },
+ [LAYER_COUNTY] = { "Overlays/" "County/" "Short/" "%s_County_Short.gif", 3, 0 },
+ [LAYER_RIVERS] = { "Overlays/" "Rivers/" "Short/" "%s_Rivers_Short.gif", 4, 0 },
+ [LAYER_HIGHWAYS] = { "Overlays/" "Highways/" "Short/" "%s_Highways_Short.gif", 5, 0 },
+ [LAYER_CITY] = { "Overlays/" "Cities/" "Short/" "%s_City_Short.gif", 6, 0 },
};
static CURL *curl_handle;
{
g_message("ridge:expose");
glPushMatrix();
- //glScaled(500*1000, 500*1000, 0);
- //glTranslatef(0,50000,5000);
+ glEnable(GL_TEXTURE_2D);
+ glColor3f(1,1,1);
for (int i = 0; i < LAYER_COUNT; i++) {
glBindTexture(GL_TEXTURE_2D, layers[i].tex);
- glEnable(GL_TEXTURE_2D);
glBegin(GL_POLYGON);
glTexCoord2f(0.0, 0.0); glVertex3f(500*1000*-1.0, 500*1000* 1.0, layers[i].z);