- wglMakeCurrent(FDC, FRC);
- glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
- glUseProgram(FShader);
- glActiveTexture(GL_TEXTURE0);
- glEnable(GL_TEXTURE_2D);
- FTextures[0].Bind;
- glUniform1iARB(glGetUniformLocationARB(FShader, PGLCharARB('Tex0')), 0);
- glActiveTexture(GL_TEXTURE1);
- glEnable(GL_TEXTURE_2D);
- FTextures[1].Bind;
- glUniform1iARB(glGetUniformLocationARB(FShader, PGLCharARB('Tex1')), 1);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity;
- gluPerspective(45.0, ClientWidth/ClientHeight, NearClipping, FarClipping);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity;
- glEnable(GL_LIGHTING);
- SetupLight(0);
- glTranslatef(0,0,-FScale);
- glPushMatrix;
- glRotatef(FRotPos.Y,1,0,0);
- glRotatef(FRotPos.X,0,1,0);
- SetupLight(1);
- glPopMatrix;
- glPushMatrix;
- glTranslatef(0, 0, 0);
- glRotatef(EarthAngle, 0.4, 0.8, 0.6);
- DrawObject(10,10,10);
- glPopMatrix;
- glDisable(GL_LIGHTING);
- glDisable(GL_LIGHT0);
- glDisable(GL_LIGHT1);
- glUseProgram(0);
- SwapBuffers(FDC);