- glColor4f(1, 1, 1,1);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_COLOR, GL_ONE);
- // glDepthMask(false);
- glActiveTextureARB(GL_TEXTURE0_ARB);
- { glEnable(GL_TEXTURE_GEN_S);
- glEnable(GL_TEXTURE_GEN_T);}
- glEnable(GL_TEXTURE_2D); // Turn on texture mapping and bind the face's texture map
- glBindTexture(GL_TEXTURE_2D, 4{WaterTexture});
- glActiveTextureARB(GL_TEXTURE1_ARB);
- glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, 0);
- For J :=0 to GridSize-1 do
- begin
- glBegin(GL_QUAD_STRIP);
- for I :=0 to GridSize do
- begin
- glNormal3fv(@RealWater[NWater].Normals[I, J+1]);
- glTexCoord2f((I/GridSize), ((J+1)/GridSize));
- glVertex3fv(@RealWater[NWater].Vertex[I, J+1]);
- glNormal3fv(@RealWater[NWater].Normals[I, J]);
- glTexCoord2f((I/GridSize), (J/GridSize));
- glVertex3fv(@RealWater[NWater].Vertex[I, J]);
- end;
- glEnd;
- end;
- // RealWater[NWater].ElapsedTime2 := ElapsedTime;
- glColor4f(1, 1, 1, 1);
- glDisable(GL_BLEND);
- // glDepthMask(true);
- glActiveTextureARB(GL_TEXTURE0_ARB);
- { glDisable(GL_TEXTURE_GEN_S);
- glDisable(GL_TEXTURE_GEN_T); }