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glClearColor(1.0, 0.0, 0.0, 0.0); // Colour to clear the scene
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, 13);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexImage2D (GL_TEXTURE_2D, 0, GL_RGB, 16, 16, 0, GL_RGB, GL_UNSIGNED_BYTE, "Images\\test.jpg");
//Draw
glBindTexture (GL_TEXTURE_2D, 13);
glBegin (GL_QUADS);
glTexCoord2f (0.0, 0.0);
glVertex2f(-0.5,-0.5);
glTexCoord2f (0.0, 1.0);
glVertex2f(-0.5,0.5);
glTexCoord2f (1.0, 1.0);
glVertex2f(0.5,0.5);
glTexCoord2f (1.0, 0.0);
glVertex2f(0.5,-0.5);
glEnd();
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