- //Objekt darstellen
- for i:=low(ase_vertex_array) to high(ase_vertex_array) do
- begin
- glBegin(GL_TRIANGLES);
- if (DoUseMaterials = true) and (ase_file_info.num_materials >0) then begin
- glMaterialfv(GL_FRONT,GL_AMBIENT,@ase_material_info[ase_Objects[ObjectNumber-1].MATERIAL_REF].MATERIAL_AMBIENT);
- glMaterialfv(GL_FRONT,GL_DIFFUSE,@ase_material_info[ase_Objects[ObjectNumber-1].MATERIAL_REF].MATERIAL_DIFFUSE);
- glMaterialfv(GL_FRONT,GL_SPECULAR,@ase_material_info[ase_Objects[ObjectNumber-1].MATERIAL_REF].MATERIAL_SPECULAR);
- glMaterialfv(GL_FRONT,GL_SHININESS,@ase_material_info[ase_Objects[ObjectNumber-1].MATERIAL_REF].MATERIAL_SHINE);
- end;
- glVertex3f(ase_vertex_array[ase_indicies_array[i,0],vertex_array_index[ObjectNumber-1,0]],
- ase_vertex_array[ase_indicies_array[i,0],vertex_array_index[ObjectNumber-1,1]],
- ase_vertex_array[ase_indicies_array[i,0],vertex_array_index[ObjectNumber-1,2]]);
- glVertex3f(ase_vertex_array[ase_indicies_array[i,1],vertex_array_index[ObjectNumber-1,0]],
- ase_vertex_array[ase_indicies_array[i,1],vertex_array_index[ObjectNumber-1,1]],
- ase_vertex_array[ase_indicies_array[i,1],vertex_array_index[ObjectNumber-1,2]]);
- glVertex3f(ase_vertex_array[ase_indicies_array[i,2],vertex_array_index[ObjectNumber-1,0]],
- ase_vertex_array[ase_indicies_array[i,2],vertex_array_index[ObjectNumber-1,1]],
- ase_vertex_array[ase_indicies_array[i,2],vertex_array_index[ObjectNumber-1,2]]);
- glEnd;
- end;
- glPopMatrix;