void PRFilledPolygon::draw() {//CCNode::draw();glDisableClientState(GL_COLOR_ARRAY);// we have a pointer to vertex points so enable client stateglBindTexture(GL_TEXTURE_2D, texture->getName());glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ONE_MINUS_SRC_ALPHA);glVertexPointer(2, GL_FLOAT, 0, areaTrianglePoints);glTexCoordPointer(2, GL_FLOAT, 0, textureCoordinates);glDrawArrays(GL_TRIANGLES, 0, areaTrianglePointCount);glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);//Restore texture matrix and switch back to modelview matrixglEnableClientState(GL_COLOR_ARRAY);}