- glScalef(3,3,3);
- glObj2 := gluNewQuadric;
- gluQuadricDrawStyle(glObj2 ,GLU_FILL);
- glEnable(GL_Color_Material);
- glColor4f(0.5,0.5,0.5,1);
- gluSphere(glObj2,1,64,64);
- glGetFloatv(GL_MODELVIEW_MATRIX, @ModelViewMatrix);
- glDisable(GL_DEPTH_TEST);
- glEnable(GL_CULL_FACE);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_COLOR_MATERIAL);
- for i:=0 to length(FSphere)-2 do
- begin
- if FSphere[i].visible then
- begin
- glPushMatrix;
- glObj := gluNewQuadric;
- glColor4f(GetRValue(FSphere[i].Color)/255,GetGValue(FSphere[i].Color)/255,GetBValue(FSphere[i].Color)/255,0.1);
- glMultMatrixf(@FSphere[i].Matrix);
- gluCylinder(glObj,1,1,FSphere[i].height,64,64);
- glGetFloatv(GL_MODELVIEW_MATRIX, @ModelViewMatrix);
- glPopMatrix;
- end;
- end;
- glDisable(GL_COLOR_MATERIAL);
- glEnable(GL_DEPTH_TEST);
- glDisable(GL_CULL_FACE);
- glDisable(GL_BLEND);