- glEnable(GL_TEXTURE_2D);
- for i := 0 to High(TexSpielfeld) do
- begin
- glBindTexture(GL_TEXTURE_2D, TexSpielfeld[i]);
- glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_BORDER_COLOR,1);
- for Y := 0 to FHeight-1 do
- begin
- for X := 0 to FWidth-1 do
- begin
- J:= (Y*FWidth +X+1);
- glloadname(j);
- glcolor3f(0,1,0);
- DrawQuad((x+1)*FieldWidth,(y+1)*FieldWidth,0,FieldWidth,FieldHeight,false);
- glDisable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE);
- glDisable(GL_DEPTH_TEST);
- glColor4f(1,0.3,0.3,0.5);
- glbegin(GL_LINE_LOOP);
- glvertex3f((x+1)*FieldWidth,(y+1)*FieldWidth,0.001);
- glvertex3f((x+1)*FieldWidth,(y+2)*FieldWidth,0.001);
- glvertex3f((x+2)*FieldWidth,(y+2)*FieldWidth,0.001);
- glvertex3f((x+2)*FieldWidth,(y+1)*FieldWidth,0.001);
- glend();
- glEnable(GL_DEPTH_TEST);
- glDisable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- end;
- end;
- end;
- glDisable(GL_TEXTURE_2D);