+ if (m_other_texture) {
+#ifdef Q_WS_MAC
+ glClear(GL_COLOR_BUFFER_BIT);
+#endif
+ glEnable(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, m_other_texture);
+ glBegin(GL_QUADS);
+ glTexCoord2i(0, 0);
+ glVertex2i(x, y);
+ glTexCoord2i(1, 0);
+ glVertex2i(x + w, y);
+ glTexCoord2i(1, 1);
+ glVertex2i(x + w, y + h);
+ glTexCoord2i(0, 1);
+ glVertex2i(x, y + h);
+ glEnd();
+ glDisable(GL_TEXTURE_2D);
+ }