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double z=-50;
double c=0.0;
int mv=0; //bewegungsvar für testcubes
void Game::paintGL(){
Vector move_c(0,0,-0.005); //bewegungsvektor für testcube
for (int i=0;i<mv;i++)
move_c[2]-=0.005;
//Puffer lehren
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//einheitsmatrix setzen
glLoadIdentity();
//Kamera passen drehen
glRotated(main_player.get_camera_angle()[0], 1,0,0);
glRotated(main_player.get_camera_angle()[1], 0,1,0);
glRotated(main_player.get_camera_angle()[2], 0,0,1);
//Kamera passen setzen
glTranslated(-main_player.get_position()[0], -main_player.get_position()[1], -main_player.get_position()[2]);
glColor4d(1,1,1,1);
GLuint tex = **textures.begin();
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,
GL_REPLACE); //GL_REPLACE or GL_MODULATE
glBindTexture(GL_TEXTURE_2D, tex);
glBegin(GL_QUADS);
glTexCoord2f(0,0); glVertex3f(-1,1,z); //lo
glTexCoord2f(0,1); glVertex3f(-1,-1,z); //lu
glTexCoord2f(1,1); glVertex3f(1,-1,z); //ru
glTexCoord2f(1,0); glVertex3f(1,1,z); //ro
glColor3d(1,1,1);glVertex3d(-20,-1,20);
glColor3d(1,0,0);glVertex3d(-20,-1,-20);
glColor3d(0,1,0);glVertex3d(20,-1,-20);
glColor3d(0,0,1);glVertex3d(20,-1,20);
glEnd();
z+= 0.01;
c+=0.25;
mv++;
glFlush();
}
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