- for i := Low(MyNetz.Vertices) to High(MyNetz.Vertices) do
- begin
- if Selected[i] then glColor3f(1.0, 0.0, 0.0) else glColor3f(0.0, 0.0, 1.0);
- glLoadName(NameVertices[i]);
- glPushMatrix;
- glBegin(GL_QUADS);
- glVertex3f(MyNetz.Vertices[i].X - 0.05, MyNetz.Vertices[i].Y + 0.05, MyNetz.Vertices[i].Z + 0.05);
- glVertex3f(MyNetz.Vertices[i].X - 0.05, MyNetz.Vertices[i].Y - 0.05, MyNetz.Vertices[i].Z + 0.05);
- glVertex3f(MyNetz.Vertices[i].X + 0.05, MyNetz.Vertices[i].Y - 0.05, MyNetz.Vertices[i].Z + 0.05);
- glVertex3f(MyNetz.Vertices[i].X + 0.05, MyNetz.Vertices[i].Y + 0.05, MyNetz.Vertices[i].Z + 0.05);
- glVertex3f(MyNetz.Vertices[i].X - 0.05, MyNetz.Vertices[i].Y + 0.05, MyNetz.Vertices[i].Z + 0.05);
- glVertex3f(MyNetz.Vertices[i].X - 0.05, MyNetz.Vertices[i].Y + 0.05, MyNetz.Vertices[i].Z - 0.05);
- glVertex3f(MyNetz.Vertices[i].X - 0.05, MyNetz.Vertices[i].Y - 0.05, MyNetz.Vertices[i].Z - 0.05);
- glVertex3f(MyNetz.Vertices[i].X - 0.05, MyNetz.Vertices[i].Y - 0.05, MyNetz.Vertices[i].Z + 0.05);
- glVertex3f(MyNetz.Vertices[i].X - 0.05, MyNetz.Vertices[i].Y - 0.05, MyNetz.Vertices[i].Z + 0.05);
- glVertex3f(MyNetz.Vertices[i].X - 0.05, MyNetz.Vertices[i].Y - 0.05, MyNetz.Vertices[i].Z - 0.05);
- glVertex3f(MyNetz.Vertices[i].X + 0.05, MyNetz.Vertices[i].Y - 0.05, MyNetz.Vertices[i].Z - 0.05);
- glVertex3f(MyNetz.Vertices[i].X + 0.05, MyNetz.Vertices[i].Y - 0.05, MyNetz.Vertices[i].Z + 0.05);
- glVertex3f(MyNetz.Vertices[i].X + 0.05, MyNetz.Vertices[i].Y - 0.05, MyNetz.Vertices[i].Z + 0.05);
- glVertex3f(MyNetz.Vertices[i].X + 0.05, MyNetz.Vertices[i].Y - 0.05, MyNetz.Vertices[i].Z - 0.05);
- glVertex3f(MyNetz.Vertices[i].X + 0.05, MyNetz.Vertices[i].Y + 0.05, MyNetz.Vertices[i].Z - 0.05);
- glVertex3f(MyNetz.Vertices[i].X + 0.05, MyNetz.Vertices[i].Y + 0.05, MyNetz.Vertices[i].Z + 0.05);
- glVertex3f(MyNetz.Vertices[i].X + 0.05, MyNetz.Vertices[i].Y + 0.05, MyNetz.Vertices[i].Z + 0.05);
- glVertex3f(MyNetz.Vertices[i].X + 0.05, MyNetz.Vertices[i].Y + 0.05, MyNetz.Vertices[i].Z - 0.05);
- glVertex3f(MyNetz.Vertices[i].X - 0.05, MyNetz.Vertices[i].Y + 0.05, MyNetz.Vertices[i].Z - 0.05);
- glVertex3f(MyNetz.Vertices[i].X - 0.05, MyNetz.Vertices[i].Y + 0.05, MyNetz.Vertices[i].Z + 0.05);
- glVertex3f(MyNetz.Vertices[i].X - 0.05, MyNetz.Vertices[i].Y + 0.05, MyNetz.Vertices[i].Z - 0.05);
- glVertex3f(MyNetz.Vertices[i].X - 0.05, MyNetz.Vertices[i].Y - 0.05, MyNetz.Vertices[i].Z - 0.05);
- glVertex3f(MyNetz.Vertices[i].X + 0.05, MyNetz.Vertices[i].Y - 0.05, MyNetz.Vertices[i].Z - 0.05);
- glVertex3f(MyNetz.Vertices[i].X + 0.05, MyNetz.Vertices[i].Y + 0.05, MyNetz.Vertices[i].Z - 0.05);
- glEnd();
- end;