Ok, I will write this as an answer, let me know if this works after checking.
GL_TRIANGLE_FAN: if an application defines a sequence of vertices v, OpenGL displays a triangle using v 0, v 1 and v 2; another triangle using v 0, v 2 and v 3; another triangle using v 0, v 3 and v 4; etc. If an application defines n vertices, OpenGL displays n-2 connected triangles.
So, to draw a unit quad centered around the origin,
glBegin(GL_TRIANGLE_FAN); glTexCoord2f(0f, 0f); glVertex3f(-halfWidth, -halfHeight, 0f); glTexCoord2f(0f, 1f); glVertex3f(-halfWidth, halfHeight, 0f); glTexCoord2f(1f, 1f); glVertex3f(halfWidth, halfHeight, 0f); glTexCoord2f(1f, 0f); glVertex3f(halfWidth, -halfHeight, 0f); glEnd();
Now you can put the very same transformations around this one that you used around your ATV! Hope this helps!
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