- procedure TAMMaze.FRenderSegment(X, Y: integer);
- begin
- if am_floor in MazeSet[X, Y] then
- begin
- glPushMatrix();
- glTranslatef(X,0,Y);
- // Floor
- TheRender.FloorTex.Activate();
- TheRender.rFloor();
- // Wall
- TheRender.WallTex.Activate();
- if am_up in MazeSet[X, Y] then
- begin
- glPushMatrix();
- glTranslatef(0.5, 0, 0);
- TheRender.rWall(270);
- glPopMatrix();
- end;
- [...]
- end;
- [...]
- // Hier werden die obigen Befehle ausgeführt.
- for i := 0 to MazeSize.X - 1 do
- for j := 0 to MazeSize.Y - 1 do
- FRenderSegment(i, j);