- procedure TForm1.paintMultiTexture;
 - var
 - px,py,pz : TGLFloat;
 - begin
 - px := -3;
 - py := 3;
 - pz := -5;
 - glMaterialfv(GL_FRONT, GL_AMBIENT, @mat_fest[0]);
 - glMaterialfv(GL_FRONT, GL_Diffuse, @mat_fest[0]);
 - TSActive[0] := True;
 - TSActive[1] := True;
 - glActiveTexture(GL_TEXTURE1);
 - // Lightmap (Texture stage 1)
 - glEnable(GL_TEXTURE_2D);
 - glBindTexture(GL_TEXTURE_2D,texture[5]);
 - glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
 - // Basetexture (texture stage 0)
 - glActiveTexture(GL_TEXTURE0);
 - glEnable(GL_TEXTURE_2D);
 - glBindTexture(GL_TEXTURE_2D,texture[4]); //Raser
 - glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
 - // Fläche
 - glBegin(GL_QUADS);
 - glMultiTexCoord2f(GL_TEXTURE0, 0, 0);
 - glMultiTexCoord2f(GL_TEXTURE1, 0, 0);
 - glMultiTexCoord2f(GL_TEXTURE2, 0, 0);
 - glVertex3f(px, py, pz);
 - glMultiTexCoord2f(GL_TEXTURE0, 0, 1);
 - glMultiTexCoord2f(GL_TEXTURE1, 0, 1);
 - glMultiTexCoord2f(GL_TEXTURE2, 0, 3);
 - glVertex3f(px, py + 3, pz);
 - glMultiTexCoord2f(GL_TEXTURE0, 1, 1);
 - glMultiTexCoord2f(GL_TEXTURE1, 1, 1);
 - glMultiTexCoord2f(GL_TEXTURE2, 3, 3);
 - glVertex3f(px + 3, py + 3, pz);
 - glMultiTexCoord2f(GL_TEXTURE0, 1, 0);
 - glMultiTexCoord2f(GL_TEXTURE1, 1, 0);
 - glMultiTexCoord2f(GL_TEXTURE2, 3, 0);
 - glVertex3f(px + 3, py, pz);
 - glEnd;
 - TSActive[0] := False;
 - TSActive[1] := False;
 - end;
 
