- procedure RenderLOD1;
- var i,j,k:Integer;
- const
- mat_specular : Array[0..3] of GlFloat = (0.5, 0.5, 0.5, 1.0);
- mat_shininess : Array[0..0] of GlFloat = (10.0);
- mat_ambient : Array[0..3] of GlFloat = (0.4, 0.4, 0.4, 1.0);
- mat_diffuse : Array[0..3] of GlFloat = (0.4, 0.8, 0.4, 1.0);
- light_position : Array[0..3] of GlFloat = (100.0, 100.0, 100.0, 1.0);
- light_ambient : Array[0..3] of GlFloat = (0.8, 0.8, 0.0, 1.0);
- light_diffuse : Array[0..3] of GlFloat = (0.8, 0.8, 0.0, 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]);
- //...Eigentliche Zeichenroutine