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OpenGL Some advice on this code (code works but because of the coordinates, does not draw).

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You know the book "Beginning DirectX 11 programming" by Allen Sherrdd and Wendy jones? Well, there's a section about making a quad based on the width and height of the incoming texture now I used something like it for mine:


float halfWidth = mTexture->getWidth() / 2.0f;
		float halfHeight = mTexture->getHeight() / 2.0f;

		v[0] = new VertexPT();
		v[0]->setVertex(-halfWidth, -halfWidth,0);

		v[1] = new VertexPT();
		v[1]->setVertex(-halfWidth, halfHeight,0);

		v[2] = new VertexPT();
		v[2]->setVertex(halfWidth, -halfHeight,0);

		// second face.
		v[3] = new VertexPT();
		v[3]->setVertex(halfWidth, -halfHeight,0);
		v[3]->setTexCoord(0.0, 1.0);

		v[4] = new VertexPT();

		v[5] = new VertexPT();
		v[5]->setVertex(-halfWidth, -halfHeight, 0);


Maybe the coordinates aren't right? I might need some explanation of how OpenGL's coordinate system set up when gluOrth2D is 



and gluOrtho2d(0,width, height,0);


any advice will gladly be accepted.

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v[0]->setVertex(-halfWidth, -halfWidth,0);


I guess the second value should be halfHeight and not Width ;)

Edited by Inukai

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