Draw_sprite(-10, 0, 0, 4, 4, texture);
void Render	(	GLuint texture			// Texture (for walls).	)	{					// Clear screen & depth buffer.	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	glLoadIdentity();					// Note that this is columnwise.					// It provides a U7-like ortho view.	float ortho[16] = {	1, 0, 0, 0,				0, 1, 0, 0,				-.5, .5,   1, 0,				0, 0,   0, 1 };	glLoadMatrixf(&ortho[0]);	glBegin(GL_LINES);		// Draw tile grid.		{		glColor3f(.5, .5, 1.0);	// Light blue for grid.		for (int y = -15; y < 16; y++)	// Horizontal.			{		  	glVertex3f(-16, y, 0);		  	glVertex3f(16,  y, 0);			}		for (int x = -15; x < 16; x++)	// Vertical.			{			glVertex3f(x, -16, 0);			glVertex3f(x, 16,  0);			}		}	glEnd();#if 1	Draw_block(-8, 8, 0, 1, 1, 4, texture);	// Draw a block 4 units high.					// Draw a wall:	Draw_block(0, 0, 0, 8, 1, 5, texture);	// Horizontals.	Draw_block(0, 5, 0, 8, 1, 5, texture);	Draw_block(0, 1, 0, 1, 4, 5, texture);	// Verticals.	Draw_block(7, 1, 0, 1, 4, 5, texture);#endif	glLoadIdentity();	Draw_sprite(-8, 0, 0, 4, 4, texture);	// A 'sprite'.	Draw_sprite(-10, 0, 0, 4, 4, texture);	// A 'sprite'.	SDL_GL_SwapBuffers();		// Blit.	}