- procedure TForm1.Render;
- const
- mat_specular : Array[0..3] of GlFloat = (1.0, 1.0, 1.0, 1.0);
- mat_shininess : Array[0..0] of GlFloat = (70.0);
- mat_ambient : Array[0..3] of GlFloat = (0.7, 0.7, 0.7, 1.0);
- mat_diffuse : Array[0..3] of GlFloat = (0.7, 0.8, 0.7, 1.0);
- light_position : Array[0..3] of GlFloat = (10.0, 7.0, 10.0, 1.0);
- light_ambient : Array[0..3] of GlFloat = (0.8, 0.8, 0.8, 1.0);
- light_diffuse : Array[0..3] of GlFloat = (0.8, 0.8, 0.8, 1.0);
- var RenderMode : GLuint;
- begin
- glGetIntegerv(GL_RENDER_MODE, @RenderMode); //aktuellen RenderModus auslesen
- glMaterialfv(GL_FRONT, GL_SPECULAR, @mat_specular[0]);
- glMaterialfv(GL_FRONT, GL_SHININESS, @mat_shininess[0]);
- glMaterialfv(GL_FRONT, GL_AMBIENT, @mat_ambient[0]);
- glMaterialfv(GL_FRONT, GL_DIFFUSE, @mat_diffuse[0]);
- glLightfv(GL_LIGHT0, GL_AMBIENT, @light_ambient[0]);
- glLightfv(GL_LIGHT0, GL_DIFFUSE, @light_diffuse[0]);
- glLightfv(GL_LIGHT0, GL_POSITION, @light_position[0]);
- glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 1.0);
- glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.001);
- glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.004);
- glEnable(gl_Lighting);
- glEnable(gl_Light0);
- glEnable(gl_Color_Material);
- ...