- procedure Render;
- begin
- glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
- glLoadIdentity;
- //Hier wird später die Scene gezeichnet.
- gltranslatef(0,0,-5);
- glenable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, tex);
- x := X + 0.002;
- glMatrixMode(gl_TEXTURE);
- glLoadIdentity;
- glTranslatef(0,x,0);
- glMatrixMode(gl_MODELVIEW);
- glBegin(GL_QUADS);
- glTexCoord2f(0,0); glVertex3f(-1,-1,0);
- glTexCoord2f(0,1); glVertex3f(-1,1,0);
- glTexCoord2f(1,1); glVertex3f(1,1,0);
- glTexCoord2f(1,0); glVertex3f(1,-1,0);
- glEnd;
- SwapBuffers(h_DC);
- end;