+ static bool debug_output_done = false;
+ if (!debug_output_done)
+ {
+ m_document.DebugDumpObjects();
+ debug_output_done = true;
+ }
+
+ glClearColor(1.f,1.f,1.f,1.f);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glOrtho(m_bounds.x, m_bounds.x+m_bounds.w, m_bounds.y + m_bounds.h, m_bounds.y, -1.f, 1.f);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+
+ glColor4f(0.f,0.f,0.f,1.f);
+ glBegin(GL_QUADS);