I'm trying to reverse a game to see how it works using GLDebugger.. The window size if 765 x 553.
Texture2D 184 looks like:
and Texture2D 203 looks like:
The result of the code is (ignore the dollar sign and exclamation mark):
The code behind it all is:
glEnable(GL_SCISSOR_TEST)
glScissor(516, 335, 249, 168)
glEnable(GL_SCISSOR_TEST)
glScissor(550, 341, 154, 154)
glDisable(GL_TEXTURE_RECTANGLE)
glEnable(GL_TEXTURE_2D)
glBindTexture(GL_TEXTURE_2D, 184)
glActiveTextureARB(GL_TEXTURE1)
glEnable(GL_TEXTURE_RECTANGLE)
glBindTexture(GL_TEXTURE_RECTANGLE, 203)
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, 7681)
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, 8448)
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, 34168)
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, 768)
glBegin(GL_QUADS)
glColor3f(1, 1, 1)
glMultiTexCoord2fARB(GL_TEXTURE0, 0, 1)
glMultiTexCoord2fARB(GL_TEXTURE1, -194.55215, 353.57529)
glVertex2f(355.44785, -141.57529)
glMultiTexCoord2fARB(GL_TEXTURE0, 0, 0)
glMultiTexCoord2fARB(GL_TEXTURE1, -212.4122, -194.13358)
glVertex2f(337.5878, 406.13358)
glMultiTexCoord2fARB(GL_TEXTURE0, 1, 0)
glMultiTexCoord2fARB(GL_TEXTURE1, 335.29663, -211.99362)
glVertex2f(885.29663, 423.99362)
glMultiTexCoord2fARB(GL_TEXTURE0, 1, 1)
glMultiTexCoord2fARB(GL_TEXTURE1, 353.15674, 335.71524)
glVertex2f(903.15674, -123.71524)
glEnd()
I want to know what the above code does because I want to know how such a large map turns into something so tiny :S
Can someone perhaps break it down or use these images or different images or anything at all to explain it?