- Var
- i: Integer;
- Begin
- glEnable(GL_TEXTURE_2D);
- glColor4f(1.0, 1.0, 1.0, 1.0);
- For i := 0 To 3 Do
- Begin
- glBindTexture(GL_TEXTURE_2D, bookletPrevTex[i]);
- glLoadIdentity();
- glRotatef(15, 1.0, 0.0, 0.0);
- glTranslatef(0.0, -4.0, -18.0);
- glRotatef(rotationAngle + i*90, 0.0, 1.0, 0.0);
- glTranslatef(10.0, 0.0, 0.0);
- //glRotatef(-rotationAngle - i*90, 0.0, 1.0, 0.0); // Z-Ausrichtung
- glBegin(GL_QUADS);
- glTexCoord2f(0.0, 1.0); glVertex3f(-2.0, -2.0, 0.0);
- glTexCoord2f(1.0, 1.0); glVertex3f(+2.0, -2.0, 0.0);
- glTexCoord2f(1.0, 0.0); glVertex3f(+2.0, +2.0, 0.0);
- glTexCoord2f(0.0, 0.0); glVertex3f(-2.0, +2.0, 0.0);
- glEnd();
- End;