void PRFilledPolygon::draw() {
//CCNode::draw();
glDisableClientState(GL_COLOR_ARRAY);
// we have a pointer to vertex points so enable client state
glBindTexture(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 matrix
glEnableClientState(GL_COLOR_ARRAY);}