- procedure glDraw;
- var xkord, ykord :integer;
- begin
- glClearColor(0,0,0,0);
- glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
- glLoadIdentity;
- glMaterialfv(GL_FRONT, GL_SPECULAR, @mat_specular[0]);
- glMaterialfv(GL_FRONT, GL_SHININESS, @mat_shininess[0]);
- glMaterialfv(GL_FRONT, GL_AMBIENT, @mat_ambient[0]);
- glMaterialfv(GL_FRONT, GL_DIFFUSE, @mat_diffuse[0]);
- glLightfv(GL_LIGHT0, GL_AMBIENT, @light_ambient[0]);
- glLightfv(GL_LIGHT0, GL_DIFFUSE, @light_diffuse[0]);
- glLightfv(GL_LIGHT0, GL_POSITION, @light_position[0]);
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
- glTranslatef(0,0,-40);
- glrotatef(a,1,0,0);
- glrotatef(b,0,1,0);
- gltranslatef(0,c/10,0);
- glTranslatef(-20,20,0);
- for xkord := 0 to 100 do
- begin
- for ykord := 0 to 100 do
- begin
- glbegin(GL_QUADS);
- glLineWidth(10);
- glTexCoord2f(((1/texturbreite)*xkord)-(1/texturbreite),(1/texturbreite)*ykord); glVertex3f(-0.25,0.25,sin(myquads[xkord,ykord]*pi/180)/3);
- glTexCoord2f(((1/texturbreite)*xkord)-(1/texturbreite),((1/texturbreite)*ykord)-(1/50.5)); glVertex3f(-0.25,-0.25,sin(myquads[xkord,ykord+1]*pi/180)/3);
- glTexCoord2f((1/texturbreite)*xkord,((1/texturbreite)*ykord)-(1/texturbreite)); glVertex3f(0.25,-0.25,sin(myquads[xkord+1,ykord+1]*pi/180)/3);
- glTexCoord2f((1/texturbreite)*xkord,(1/texturbreite)*ykord); glVertex3f(0.25,0.25,sin(myquads[xkord+1,ykord]*pi/180)/3);
- glEnd();
- glTranslatef(0,-0.5,0);
- end;
- glTranslatef(0.5,50.5,0);
- end;
- end;