- const
- mat_specular : Array[0..3] of GlFloat = (1.0, 1.0, 1.0, 1.0);
- mat_shininess : Array[0..0] of GlFloat = (50.0);
- mat_ambient : Array[0..3] of GlFloat = (0.6, 0.6, 0.6, 0.6);
- mat_diffuse : Array[0..3] of GlFloat = (0.5, 0.5, 0.5, 1.0);
- light_position : Array[0..3] of GlFloat = (600, 600, 0.0, 1.0);
- light_ambient : Array[0..3] of GlFloat = (1, 1, 1, 1.0);
- light_diffuse : Array[0..3] of GlFloat = (1, 1, 1, 1.0);
- begin
- glMaterialfv(GL_FRONT, GL_SPECULAR, @mat_specular[0]);
- glMaterialfv(GL_FRONT, GL_SHININESS, @mat_shininess[0]);
- glMaterialfv(GL_FRONT, GL_AMBIENT, @mat_ambient[0]);
- glMaterialfv(GL_FRONT, GL_DIFFUSE, @mat_diffuse[0]);
- glLightfv(GL_LIGHT0, GL_AMBIENT, @light_ambient[0]);
- glLightfv(GL_LIGHT0, GL_DIFFUSE, @light_diffuse[0]);
- glLightfv(GL_LIGHT0, GL_POSITION, @light_position[0]);
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
- End;
- ...
- ..
- .
- .
- ..
- ...
- If FarbenGL.Pfosten.Textur then
- Begin
- glEnable(GL_TEXTURE_2D);
- glcolor3f(1,1,1);
- glBindTexture(GL_TEXTURE_2D, tex[FarbenGL.Pfosten.TIndex]);
- End
- Else
- Begin
- glDisable(GL_TEXTURE_2D);
- glcolor3f((FarbenGL.Pfosten.Farbe and $FF)/255,
- (FarbenGL.Pfosten.Farbe and $FF00 shr 8)/255,
- (FarbenGL.Pfosten.Farbe and $FF0000 shr 16)/255);
- End;