   drawing widgets in 2d
  Im creating a widget set for my game, but Im having problems to render textured quads in 2d coordinates. What is the correct method to draw quads using integer screen coordinates (like 10,10, 50,50)?   
  glOrtho is what you are lookig for. To hep you a bit more, this is from the specs:Quote:void glOrtho(  GLdouble left,  GLdouble right,  GLdouble bottom,  GLdouble top,  GLdouble zNear,  GLdouble zFar);Parametersleft, right The coordinates for the left-and right-vertical clipping planes. bottom, top The coordinates for the bottom- and top-horizontal clipping planes. zNear, zFar The distances to the nearer and farther depth clipping planes. These distances are negative if the plane is to be behind the viewer. /edit: of course after that, just do aglRectd (10, 10, 50, 50);   ;  So, I guess Ill have to rewrite the 3d rendering code to use otrho mode, isnt it?;  Nope you can use 2D coordinates to draw you widgets.//Render    glBindTexture(GL_TEXTURE_2D,bg_tex_id);    glBegin(GL_QUADS);   // top left vertexglTexCoord2f(0.0f, 1.0f);glColor4fv(colors[0]);glVertex2iv(points[0]);// top right vertexglTexCoord2f(1.0f, 1.0f);glColor4fv(colors[1]);glVertex2iv(points[1]);// bottom right vertexglTexCoord2f(1.0f, 0.0f);glColor4fv(colors[2]);glVertex2iv(points[2]);// bottom left vertexglTexCoord2f(0.0f, 0.0f);glColor4fv(colors[3]);glVertex2iv(points[3]);    glEnd();//Setup    //left toppoints[0][0] = x;    points[0][1] = y;    for(int i=0;i<4;i++)colors[0] = transperancy;   //right top    points[1][0] = x+width;    points[1][1] = y;    for(int i=0;i<4;i++)colors[1] = transperancy;   //right bottom    points[2][0] = x+width;    points[2][1] = y+height;    for(int i=0;i<4;i++)colors[2] = transperancy;   //right bottom    points[3][0] = x;    points[3][1] = y+height;    for(int i=0;i<4;i++)colors[3] = transperancy;//Code for getting into 2D glMatrixMode(GL_PROJECTION);glLoadIdentity();glOrtho(0.0f, (GLfloat)w_width, (GLfloat)w_height, 0.0f, -1.0f, 1.0f);glMatrixMode(GL_MODELVIEW);glLoadIdentity();glDisable(GL_DEPTH_TEST);Here's a bits of code I used to draw a textured rectangle.Helps?;  Thanks, I will try this as soon as possible.