+ glEnable(GL_POLYGON_OFFSET_FILL);
+ glEnable(GL_BLEND);
+
+ /* Setup texture mask */
+ if (!grits_tile_mask)
+ grits_tile_mask = _grits_tile_load_mask();
+ glActiveTexture(GL_TEXTURE1);
+ glEnable(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, grits_tile_mask);
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+
+ /* Setup texture */
+ glActiveTexture(GL_TEXTURE0);
+ glEnable(GL_TEXTURE_2D);
+
+ /* Hack to show maps tiles with better color */
+ if (GRITS_TILE(tile)->proj == GRITS_PROJ_MERCATOR) {
+ float material_emission[] = {0.5, 0.5, 0.5, 1.0};
+ glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, material_emission);
+ }
+
+ /* Draw all tiles */