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In the draw callback, consider the use of: C++: void ogl::render(const Texture2D& tex, Rect_<double> wndRect=Rect_<double>(0.0, 0.0, 1.0, 1.0), Rect_<double> texRect=Rect_<double>(0.0, 0.0, 1.0, 1.0))

which encapsulates the GL commands necessary to display a texture mapped to a rectangle in the screen plane.