void MarioRunAnimation(void)
{
glViewport(0,-280,640,480);
///////////////
//First Frame
//////////////
//Mario Left Texture Enable
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//Shading
//Storage for Texture for OpenGL
GLuint MarioLeftTexture;
glPixelStorei(GL_PACK_ALIGNMENT,2);
//OpenGL Generate Texture
glGenTextures(1,& MarioLeftTexture);
glBindTexture(GL_TEXTURE_2D, MarioLeftTexture);
//Setting Up Texture
glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, MarioRun1->w,MarioRun1->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, MarioRun1->pixels);
//Enviroment Variable for OpenGL
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
//Texture Parameter information
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
//////////////////
//Background
/////////////////
glBegin(GL_QUADS);
//X is left and right// Y is Up and Down // and Z is how far it is to the camera or not
//x y z
//Bottom Left
glTexCoord2f(1,1);
glVertex2f(0, 1);
//bottom right
glTexCoord2f(0,1);
glVertex2f(60,1);
//top right
glTexCoord2f(0,0);
glVertex2f(60, 80);
//top left
glTexCoord2f(1,0);
glVertex2f(0,80);
glEnd();
SDL_GL_SwapBuffers();
SDL_Delay(100);
}