gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::LINEAR);
CV_CheckGlError();
- const float vertex[] =
+ const double vertex[] =
{
- wndRect.x, wndRect.y, 0.0f,
- wndRect.x, (wndRect.y + wndRect.height), 0.0f,
- wndRect.x + wndRect.width, (wndRect.y + wndRect.height), 0.0f,
- wndRect.x + wndRect.width, wndRect.y, 0.0f
+ wndRect.x, wndRect.y, 0.0,
+ wndRect.x, (wndRect.y + wndRect.height), 0.0,
+ wndRect.x + wndRect.width, (wndRect.y + wndRect.height), 0.0,
+ wndRect.x + wndRect.width, wndRect.y, 0.0
};
- const float texCoords[] =
+ const double texCoords[] =
{
texRect.x, texRect.y,
texRect.x, texRect.y + texRect.height,
gl::EnableClientState(gl::TEXTURE_COORD_ARRAY);
CV_CheckGlError();
- gl::TexCoordPointer(2, gl::FLOAT, 0, texCoords);
+ gl::TexCoordPointer(2, gl::DOUBLE, 0, texCoords);
CV_CheckGlError();
gl::DisableClientState(gl::NORMAL_ARRAY);
gl::EnableClientState(gl::VERTEX_ARRAY);
CV_CheckGlError();
- gl::VertexPointer(3, gl::FLOAT, 0, vertex);
+ gl::VertexPointer(3, gl::DOUBLE, 0, vertex);
CV_CheckGlError();
gl::DrawArrays(gl::QUADS, 0, 4);