glTexImage2D(GL_TEXTURE_2D,0,1,iWidth,iHeight,0,GL_LUMINANCE,GL_UNSIGNED_BYTE,pcData);
glBegin(GL_QUADS);
//glTexCoord2f(0.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f);
glVertex2f(0.0f, 0.0f);
//glTexCoord2f(1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex2f(float(width()), 0.0f);
//glTexCoord2f(1.0f, 0.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex2f(float(width()), float(height()));
//glTexCoord2f(0.0f, 0.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex2f(0.0f, float(height()));
glEnd();
glFlush();
glTexImage2D(GL_TEXTURE_2D,0,1,iWidth,iHeight,0,GL_LUMINANCE,GL_UNSIGNED_BYTE,pcData);
glBegin(GL_QUADS);
//glTexCoord2f(0.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f);
glVertex2f(0.0f, 0.0f);
//glTexCoord2f(1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex2f(float(width()), 0.0f);
//glTexCoord2f(1.0f, 0.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex2f(float(width()), float(height()));
//glTexCoord2f(0.0f, 0.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex2f(0.0f, float(height()));
glEnd();
glFlush();
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