+#ifdef USE_GL
#include <GL/gl.h>
+#endif /* USE_GL */
#include <glib.h>
#include "render.h"
#include "gradient.h"
glEnd();
break;
case Background_Pyramid:
-printf("pyramid\n");
+ ar = (pr + sr) / 2.0;
+ ag = (pg + sg) / 2.0;
+ ab = (pb + sb) / 2.0;
+ glBegin(GL_TRIANGLES);
+ glColor3f(pr, pg, pb);
+ glVertex2i(x, y);
+ glColor3f(sr, sg, sb);
+ glVertex2i(x+w/2, y+h/2);
+ glColor3f(ar, ag, ab);
+ glVertex2i(x, y+h/2);
+
+ glVertex2i(x, y+h/2);
+ glColor3f(sr, sg, sb);
+ glVertex2i(x+w/2, y+h/2);
+ glColor3f(pr, pg, pb);
+ glVertex2i(x, y+h);
+
+ glVertex2i(x, y+h);
+ glColor3f(sr, sg, sb);
+ glVertex2i(x+w/2, y+h/2);
+ glColor3f(ar, ag, ab);
+ glVertex2i(x+w/2, y+h);
+
+ glVertex2i(x+w/2, y+h);
+ glColor3f(sr, sg, sb);
+ glVertex2i(x+w/2, y+h/2);
+ glColor3f(pr, pg, pb);
+ glVertex2i(x+w, y+h);
+
+ glVertex2i(x+w, y+h);
+ glColor3f(sr, sg, sb);
+ glVertex2i(x+w/2, y+h/2);
+ glColor3f(ar, ag, ab);
+ glVertex2i(x+w, y+h/2);
+
+ glVertex2i(x+w, y+h/2);
+ glColor3f(sr, sg, sb);
+ glVertex2i(x+w/2, y+h/2);
+ glColor3f(pr, pg, pb);
+ glVertex2i(x+w, y);
+
+ glVertex2i(x+w, y);
+ glColor3f(sr, sg, sb);
+ glVertex2i(x+w/2, y+h/2);
+ glColor3f(ar, ag, ab);
+ glVertex2i(x+w/2, y);
+
+ glVertex2i(x+w/2, y);
+ glColor3f(sr, sg, sb);
+ glVertex2i(x+w/2, y+h/2);
+ glColor3f(pr, pg, pb);
+ glVertex2i(x, y);
+ glEnd();
break;
case Background_PipeCross:
glBegin(GL_TRIANGLES);