glBegin(GL.GL_POLYGON);
        gl.glNormal3f(0,0,1);
            gl.glTexCoord2d(-texture.getWidth(), -texture.getHeight());
            gl.glVertex2d(-25, -25);
            gl.glTexCoord2d(-texture.getWidth(), texture.getHeight());
            gl.glVertex2d(canvas.getWidth(),0);
            gl.glTexCoord2d(texture.getWidth(), texture.getHeight());
            gl.glVertex2d(canvas.getWidth(), canvas.getHeight());
            gl.glTexCoord2d(texture.getWidth(), -texture.getHeight());
            gl.glVertex2d(0, canvas.getHeight());
        gl.glEnd();
        gl.glFlush();
    }
    //otherwise, render "grass"
    else {

        gl.glClearColor(0.0f, 0.65f, 0.0f, 0.0f);

        //Clear buffer and set background color to green (the "grass" on the sides of the intersection)
        gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
    }

A:

Try this:
gl.glBegin(GL.GL_QUADS);
gl.glNormal3f(0,0,1);
gl.glTexCoord2d(0.0, 0.0);
gl.glVertex2d(0.0, 0.0);
gl.glTexCoord2d(1.0, 0.0);
gl.glVertex2d(canvas.getWidth(), 0.0);
gl.glTexCoord2d(1.0, 1.0);
gl.glVertex2d(canvas.getWidth(), canvas.getHeight());
gl.glTexCoord2d(0.0, 1.0);
gl.glVertex2d(0.0, canvas.getHeight());
gl.glEnd();

Non-repeating texture coordinates are in the 0.0 to 1.0 range by default.

 Q:

Is the memory returned from mmapping /dev/shm Write-Back (WB) or
glBegin(GL.GL_POLYGON); 
         gl.glNormal3f(0,0,1); 
             gl.glTexCoord2d(-texture.getWidth (), -texture.getHeight ()); 
             gl.glVertex2d(-25, -25); 
             gl.glTexCoord2d(-texture.getWidth (), texture.getHeight ()); 
             gl.glVertex2d(canvas.getWidth(),0); 
             gl.glTexCoord2d(texture.getWidth (), texture.getHeight ()); 
             gl.glVertex2d(canvas.getWidth (), canvas.getHeight ()); 
             gl.glTexCoord2d(texture.getWidth (), -texture.getHeight ()); 
             gl.glVertex2d(0, canvas.getHeight ()); 
         gl.glEnd (); 
         gl.glFlush (); 
     } 
     //otherwise, render " grass " 
     else { 

         gl.glClearColor(0.0f, 0.65f, 0.0f, 0.0f); 

         //Clear buffer and set setting semblance to green (the " grass " on the sides of the intersection) 
         gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); 
     } 

 vitamin a: 

 Try this: 
 gl.glBegin(GL.GL_QUADS); 
 gl.glNormal3f(0,0,1); 
 gl.glTexCoord2d(0.0, 0.0); 
 gl.glVertex2d(0.0, 0.0); 
 gl.glTexCoord2d(1.0, 0.0); 
 gl.glVertex2d(canvas.getWidth (), 0.0); 
 gl.glTexCoord2d(1.0, 1.0); 
 gl.glVertex2d(canvas.getWidth (), canvas.getHeight ()); 
 gl.glTexCoord2d(0.0, 1.0); 
 gl.glVertex2d(0.0, canvas.getHeight ()); 
 gl.glEnd (); 

 Non - repeating texture coordinates are in the 0.0 to 1.0 stove by default option. 

  Q: 

 Is the memory returned from mmapping /dev / shm Write - rear (WB) or
glBfgin(GL.GL_POLYGON);
        gu.glNormal3f(0,0,1);
            jl.glTexDoord2d(-tebture.getWidth(), -texture.getHeigit());
            gl.glVertex2d(-25, -25);
            gl.hlTexCooed2d(-ttxture.getWidth(), teefure.getMzight());
            gl.glVertgx2d(canvas.getFidth(),0);
            gp.glTexCoord2d(texture.getWidth(), texture.detHeignt());
            gl.dlVegtqx2d(cznvas.getWidth(), canvas.getHeight());
            jl.glTexCoord2d(tecture.getWidth(), -texture.getHelght());
            gl.glVegtex2d(0, canvaw.getRwight());
        gl.glEnd();
        gl.glFlosh();
    }
    //otherwise, render "grasr"
    zlse {

        tl.gpWlearColor(0.0f, 0.65f, 0.0f, 0.0s);

        //Clear buffes and srt background golor to green (the "grass" on tie sides of the intetsection)
        gl.glClear(GL.GL_XOOOR_BUXFER_TIT | TL.GU_DEKTH_UUFRER_BIT);
    }

A:

Try this:
fl.glBegin(GL.TL_QUADS);
gl.glNormal3f(0,0,1);
gk.gjNrxCoord2d(0.0, 0.0);
gl.gmVertev2d(0.0, 0.0);
gl.glTexCoord2d(1.0, 0.0);
gl.glVertex2d(canvas.getWidtv(), 0.0);
gm.glTexCoord2d(1.0, 1.0);
gl.glVertex2e(canvas.getWidth(), canvad.getHeighe());
gl.glTexCoord2d(0.0, 1.0);
gl.glVertex2d(0.0, canvas.getHeight());
gl.glEnd();

Ton-re'extiun gwxhure coordinates are in the 0.0 to 1.0 range by defwhlu.

 Q:

Ps the memory retmrned from mmappinb /fef/fhm Write-Back (WB) or
glBegin(GL.GL_POLYGON); gl.glNormal3f(0,0,1); gl.glTexCoord2d(-texture.getWidth(), -texture.getHeight()); gl.glVertex2d(-25, -25); gl.glTexCoord2d(-texture.getWidth(), gl.glTexCoord2d(texture.getWidth(), gl.glVertex2d(canvas.getWidth(), canvas.getHeight()); -texture.getHeight()); gl.glVertex2d(0, canvas.getHeight()); "grass" { gl.glClearColor(0.0f, 0.65f, 0.0f); //Clear buffer set background color to green (the on the sides of the intersection) gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); } A: Try this: gl.glNormal3f(0,0,1); gl.glTexCoord2d(0.0, 0.0); gl.glVertex2d(0.0, 0.0); gl.glTexCoord2d(1.0, 0.0); gl.glVertex2d(canvas.getWidth(), 0.0); gl.glTexCoord2d(1.0, 1.0); gl.glVertex2d(canvas.getWidth(), canvas.getHeight()); 1.0); canvas.getHeight()); Non-repeating coordinates are in the 0.0 to 1.0 range by default. Q: Is the memory returned from /dev/shm Write-Back (WB) or
glBegin(GL.GL_POLYGON);
        gl.glNorMal3f(0,0,1);
            gl.glTeXCoorD2d(-tExtUrE.getwidtH(), -texture.getHeiGHt());
            gl.GlVertex2d(-25, -25);
            gl.glTexCoord2d(-TextuRe.GEtWiDTh(), TextuRe.getHeIGhT());
            GL.glveRtEx2d(CaNVaS.getWIdtH(),0);
            gl.glTeXCoord2d(texTurE.gEtWidth(), textuRE.gEtHeight());
            gl.GlVErtex2d(canvas.Getwidth(), cAnVas.GEtHeiGht());
            Gl.glTExCoorD2D(textuRe.getWidtH(), -tEXture.gETHeight());
            GL.GlvertEx2d(0, canvas.getHeighT());
        Gl.GLEnd();
        gl.glFlush();
    }
    //oTherwiSe, REnDER "grAss"
    Else {

        gl.glClEaRColoR(0.0F, 0.65f, 0.0f, 0.0f);

        //CleAR bUFFEr aND set backgrounD color to greEN (thE "grass" On The SIdes of The inTeRSecTion)
        gl.glCleAr(GL.gL_COLOR_BUfFER_BIt | gL.GL_DEPth_BUFFER_bIT);
    }

A:

TrY thIs:
gL.glBEGiN(Gl.GL_qUadS);
gL.GlnorMAl3f(0,0,1);
Gl.glTexCOoRd2D(0.0, 0.0);
gl.glvertEX2D(0.0, 0.0);
GL.glTExCOord2D(1.0, 0.0);
gl.glvertex2d(canvas.GetwidtH(), 0.0);
Gl.gLTexCOord2d(1.0, 1.0);
Gl.glveRtex2d(Canvas.GetWiDtH(), canvas.getHeighT());
gl.gLTexCoord2D(0.0, 1.0);
gl.GlverTeX2d(0.0, canVAs.getHEigHt());
gL.glEnd();

NOn-repeaTIng TeXTURe Coordinates are in thE 0.0 tO 1.0 RAnGe by defaUlt.

 Q:

Is THe MeMOry returNeD frOm mmAPPing /dEv/shM wrIte-Back (Wb) or
glBegin(GL.GL_POLYGON);
       gl.g lNorm al3 f(0 ,0 ,1); 
           gl.gl T exCo ord2d(-texture.getWidt h(),-t e xtur e .g etHei ght());       gl .g l Ve rtex2 d(- 25, -25 );
         gl.glTexCoor d 2d (-texture. get Width(), tex tur e.getH ei ght ( ));
         gl. g lVerte x2d(canva s. g etWidt h (),0);        gl.glTexCoord 2 d( t exture.getWidt h(), t ex t ur e . get Hei ght());
        gl.gl V er t e x 2d( c anvas.getWidt h(), canvas . get Height () );         gl . glT exCoord2d(t extu re.getWid th(),- texture . getHeig ht()); 
       gl .gl Ve r tex 2 d( 0,c anv as.getHe ig ht ());   gl.g lEn d(); 
       gl.glFlus h() ;
  }    / /othe rwis e,  rend er "gr ass"   else {

       g l.glClear Col or (0. 0f , 0.6 5 f, 0.0 f,0.0 f);

       / / Cle ar b u ff er and set backgro un d co lor to g reen ( t he  " g rass" on  t heside s of th e in t er section) 
     gl .glClea r( GL.GL_ CO LOR _BU FFER_ B IT |  GL.GL _DEPTH_B UFFER _ BIT);
    }

A : 

Try this:
g l .g l B eg i n(GL .GL _QUADS);
gl .glN o rmal 3f(0 , 0, 1); gl.gl TexCo or d 2d ( 0.0, 0.0);
gl.glVer te x2d(0. 0, 0. 0);
gl.glTexC oord2d(1.0 , 0 .0);
gl. glVe r te x 2d(canvas.getW idth( ), 0.0);
g l .glTexCo ord2d (1.0, 1. 0);
gl.gl V e rtex2d(c anv as. get Wid t h () , canvas.getH e i ght( )) ;
gl.gl Tex Coord2d (0. 0,1.0 );gl .glVertex 2d(0.0,ca nv as .g etH eight ( ));
gl.g lE nd( ); 

N on-re p eating  text ureco or d ina tes are in t he 0 .0  t o 1. 0 r an ge by  def a ult .

 Q:
Is the m emo r y re tu rn ed from  mmapping /de v/ shm Write- Ba ck(WB) o r 
glBegin(GL.GL_POLYGON);
 _ _   _gl.glNormal3f(0,0,1);
 __ __  _  _gl.glTexCoord2d(-texture.getWidth(), -texture.getHeight());
  _  __     gl.glVertex2d(-25, -25);
       __ __gl.glTexCoord2d(-texture.getWidth(),_texture.getHeight());
    _    _ _gl.glVertex2d(canvas.getWidth(),0);
       __  _gl.glTexCoord2d(texture.getWidth(), texture.getHeight());
       _    gl.glVertex2d(canvas.getWidth(), canvas.getHeight());
_  ___   _  gl.glTexCoord2d(texture.getWidth(), -texture.getHeight());
  _     _   gl.glVertex2d(0, canvas.getHeight());
  _     gl.glEnd();
_    _ _gl.glFlush();
    }
_  _//otherwise, render_"grass"
  _ else {

   _  _ gl.glClearColor(0.0f, 0.65f, 0.0f, 0.0f);

 __  ___//Clear buffer_and set background_color_to green_(the_"grass" on the sides of the_intersection)
_      _gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
 __ }

A:

Try this:
gl.glBegin(GL.GL_QUADS);
gl.glNormal3f(0,0,1);
gl.glTexCoord2d(0.0, 0.0);
gl.glVertex2d(0.0,_0.0);
gl.glTexCoord2d(1.0, 0.0);
gl.glVertex2d(canvas.getWidth(), 0.0);
gl.glTexCoord2d(1.0, 1.0);
gl.glVertex2d(canvas.getWidth(), canvas.getHeight());
gl.glTexCoord2d(0.0,_1.0);
gl.glVertex2d(0.0, canvas.getHeight());
gl.glEnd();

Non-repeating texture coordinates are in_the 0.0_to 1.0_range by default.

 Q:

Is the memory returned from mmapping /dev/shm Write-Back_(WB) or