- procedure glDraw;
- begin
- glClearColor(01,01,01,0);
- glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
- // Hier kommt der OpenGL Code rein
- glLoadIdentity;
- glTranslatef(0,0,-5);
- //Blending aktivieren, Hintergrund belassen zum Pfaden Alpha-Wert nehmen
- glDisable(GL_BLEND);
- glColor3f(1,1,1);
- glBindTexture(GL_TEXTURE_2D,wall);
- glBegin(gl_Quads);
- glTexCoord2f(0,0);
- glVertex3f(-1,-1,0);
- glTexCoord2f(1,0);
- glVertex3f(1,-1,0);
- glTexCoord2f(1,1);
- glvertex3f(1,1,0);
- glTexCoord2f(0,1);
- glvertex3f(-1,1,0);
- glEnd;
- glEnable(GL_BLEND);
- glColor3f(1,0.7,0.7); //Rot
- glBlendFunc(GL_SRC_COLOR,GL_SRC_COLOR);
- glBindTexture(GL_TEXTURE_2D,light1);
- glBegin(gl_Quads);
- glTexCoord2f(0,0);
- glVertex3f(-1,-1,0);
- glTexCoord2f(1,0);
- glVertex3f(1,-1,0);
- glTexCoord2f(1,1);
- glvertex3f(1,1,0);
- glTexCoord2f(0,1);
- glvertex3f(-1,1,0);
- glEnd;
- glBlendFunc(GL_SRC_COLOR,GL_ONE);
- glColor3f(0.3,1,0.3);
- glBindTexture(GL_TEXTURE_2D,light2);
- glBegin(gl_Quads);
- glTexCoord2f(0,0);
- glVertex3f(-1,-1,0);
- glTexCoord2f(1,0);
- glVertex3f(1,-1,0);
- glTexCoord2f(1,1);
- glvertex3f(1,1,0);
- glTexCoord2f(0,1);
- glvertex3f(-1,1,0);
- glEnd;
- end;