- procedure glDraw;
- VAR
- texture1: PTAUX_RGBImageRec;
- tex: uint;
- BEGIN;
- texture1 := auxDIBImageLoadA('wand.bmp');
- glGenTextures(1, @tex);
- glBindTexture(GL_TEXTURE_2D, tex);
- glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, 3,
- texture1^.sizeX, texture1^.sizeY, 0,
- GL_RGB, GL_UNSIGNED_BYTE, texture1^.data);
- glClearColor(0,0,0,0);
- glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
- glloadidentity;
- gltranslatef(0,0,-3);
- glBegin(GL_QUADS);
- glTexCoord2f(0,0); glVertex3f(-1,-1,0);
- glTexCoord2f(0,1); glVertex3f(-1,1,0);
- glTexCoord2f(1,1); glVertex3f(1,1,0);
- glTexCoord2f(1,0); glVertex3f(1,-1,0);
- glEnd;
- end;