Draw()
{
switch (gbShow)
{
case 1:
glPopMatrix();
glTranslatef(f_X,f_Y,0.0f);
glPushMatrix();
//visible
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, gui_TextureID);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glNormal3f(0.0f,0.0f,1.0f);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBegin(GL_QUADS);
glColor4f(1.0,1.0,1.0,0.9);
glTexCoord2f(gfCoord_1X, gfCoord_1Y);glVertex3f(gfVertex1_X, gfVertex1_Y, 0.0f);
glTexCoord2f(gfCoord_2X, gfCoord_2Y);glVertex3f(gfVertex2_X, gfVertex2_Y, 0.0f);
glTexCoord2f(gfCoord_3X, gfCoord_3Y);glVertex3f(gfVertex3_X, gfVertex3_Y, 0.0f);
glTexCoord2f(gfCoord_4X, gfCoord_4Y);glVertex3f(gfVertex4_X, gfVertex4_Y, 0.0f);
glEnd();
glFlush();
break;
default:
std::cout<<"object hidden"<<std::endl;
break;
}
}