glColor4f(1, 1, 1,1);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_COLOR, GL_ONE);
// glDepthMask(false);
glActiveTextureARB(GL_TEXTURE0_ARB);
{ glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);}
glEnable(GL_TEXTURE_2D); // Turn on texture mapping and bind the face's texture map
glBindTexture(GL_TEXTURE_2D, 4{WaterTexture});
glActiveTextureARB(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
For J :=0 to GridSize-1 do
begin
glBegin(GL_QUAD_STRIP);
for I :=0 to GridSize do
begin
glNormal3fv(@RealWater[NWater].Normals[I, J+1]);
glTexCoord2f((I/GridSize), ((J+1)/GridSize));
glVertex3fv(@RealWater[NWater].Vertex[I, J+1]);
glNormal3fv(@RealWater[NWater].Normals[I, J]);
glTexCoord2f((I/GridSize), (J/GridSize));
glVertex3fv(@RealWater[NWater].Vertex[I, J]);
end;
glEnd;
end;
// RealWater[NWater].ElapsedTime2 := ElapsedTime;
glColor4f(1, 1, 1, 1);
glDisable(GL_BLEND);
// glDepthMask(true);
glActiveTextureARB(GL_TEXTURE0_ARB);
{ glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T); }