- // Textur rendern
- if FTex <> NIL then begin
- glEnable(GL_TEXTURE_2D);
- glColor3ub(255,255,255);
- FTex.Bind;
- glBegin(GL_QUADS);
- glTexCoord2f(0, 0); glVertex3f(- 1, +0.0002, - 1);
- glTexCoord2f(0, 1); glVertex3f(- 1, +0.0002, 1);
- glTexCoord2f(1, 1); glVertex3f( 1, +0.0002, 1);
- glTexCoord2f(1, 0); glVertex3f( 1, +0.0002, - 1);
- glEnd;
- glDisable(GL_TEXTURE_2D);
- end;