- if(fSector->fUseTexture) {
- //texture
- glEnable(GL_BLEND);
- glDepthMask(GL_FALSE);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- glPolygonOffset(2,2);
- glEnable(GL_POLYGON_OFFSET_FILL);
-
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- glBindTexture(GL_TEXTURE_2D, fTexture);
- glEnable(GL_TEXTURE_2D);
-
- if(fSector->fRnrInn)
- DisplayTexture(iSeg.GetPadWidth(), iSeg.GetPadHeight(), iSeg.GetRLow(),
- iSeg.GetNMaxPads(), iSeg.GetNRows(),
- 0, 0);
- if(fSector->fRnrOut1)
- DisplayTexture(o1Seg.GetPadWidth(), o1Seg.GetPadHeight(), o1Seg.GetRLow(),
- o1Seg.GetNMaxPads(), o1Seg.GetNRows(),
- iSeg.GetNMaxPads(), 0);
- if(fSector->fRnrOut2)
- DisplayTexture(o2Seg.GetPadWidth(), o2Seg.GetPadHeight(), o2Seg.GetRLow(),
- o2Seg.GetNMaxPads(), o2Seg.GetNRows(),
- 0, o1Seg.GetNRows());
-
- glDisable(GL_TEXTURE_2D);
+ if(flags.SecSelection()) {
+
+ if(fSector->fRnrInn) DisplayNamedQuads(iSeg, 0, 0);
+ if(fSector->fRnrOut1) DisplayNamedQuads(o1Seg, iSeg.GetNMaxPads(), 0);
+ if(fSector->fRnrOut2) DisplayNamedQuads(o2Seg, 0, o1Seg.GetNRows());
+