- // in der Render Schleife
- glTranslatef(-0,-0,-250);
- glRotatef(100,1,0,0);
- glDisable(GL_ALPHA_TEST);
- glEnable(GL_TEXTURE_2D);
- textures.Bind('0'); //heightmap binden
- EVTest.UseShader('prg'); //Shader aktivieren
- //glUniform1iARB(glGetUniformLocationARB(EVTest.programs[EVTest.prgnames.IndexOf('prg')], 'heightmap'), 0);
- glUniform2iARB(glGetUniformLocationARB(EVTest.programs[EVTest.prgnames.IndexOf('prg')], 'leafmin'), 0, 0);
- glEnableClientState(GL_VERTEX_ARRAY);
- glBindBuffer(GL_ARRAY_BUFFER, VBO);
- glInterleavedArrays(GL_V2F, SizeOf(TGL_V2F), nil);
- glVertexPointer(2, GL_FLOAT, 0, 0);
- glDrawArrays(GL_TRIANGLES, 0, 64*64*6);