- procedure TForm2.Ground(var x, z: integer);
- begin
- glBindTexture(GL_TEXTURE_2D, TexID2);
- glEnable(GL_TEXTURE_2D);
- glBegin(GL_QUADS);
- glTexCoord2f(0,0); glVertex3d((x*2)+0,0,(z*2)+0);
- glTexCoord2f(0,1); glVertex3d((x*2)+0,0,(z*2)+2);
- glTexCoord2f(1,1); glVertex3d((x*2)+2,0,(z*2)+2);
- glTexCoord2f(1,0); glVertex3d((x*2)+2,0,(z*2)+0);
- glEnd();
- end;
- procedure TForm2.Mauer(var x, z, links, rechts, vorn, hinten:integer);
- begin
- if (vorn = 0) then
- begin
- glBindTexture(GL_TEXTURE_2D, TexID);
- glEnable(GL_TEXTURE_2D);
- glBegin(GL_QUADS);
- glTexCoord2f(0,0); glVertex3d((x*2)+0,0,(z*2)+2);
- glTexCoord2f(0,1); glVertex3d((x*2)+0,2,(z*2)+2);
- glTexCoord2f(1,1); glVertex3d((x*2)+2,2,(z*2)+2);
- glTexCoord2f(1,0); glVertex3d((x*2)+2,0,(z*2)+2);
- glEnd();
- end;
- if (hinten = 0) then
- begin
- glBindTexture(GL_TEXTURE_2D, TexID);
- glEnable(GL_TEXTURE_2D);
- glBegin(GL_QUADS);
- glTexCoord2f(0,0); glVertex3d((x*2)+0,0,(z*2)+0);
- glTexCoord2f(0,1); glVertex3d((x*2)+0,2,(z*2)+0);
- glTexCoord2f(1,1); glVertex3d((x*2)+2,2,(z*2)+0);
- glTexCoord2f(1,0); glVertex3d((x*2)+2,0,(z*2)+0);
- glEnd();
- end;
- if (links = 0) then
- begin
- glBindTexture(GL_TEXTURE_2D, TexID);
- glEnable(GL_TEXTURE_2D);
- glBegin(GL_QUADS);
- glTexCoord2f(0,0); glVertex3d((x*2)+0,0,(z*2)+0);
- glTexCoord2f(0,1); glVertex3d((x*2)+0,2,(z*2)+0);
- glTexCoord2f(1,1); glVertex3d((x*2)+0,2,(z*2)+2);
- glTexCoord2f(1,0); glVertex3d((x*2)+0,0,(z*2)+2);
- glEnd();
- end;
- if (rechts = 0) then
- begin
- glBindTexture(GL_TEXTURE_2D, TexID);
- glEnable(GL_TEXTURE_2D);
- glBegin(GL_QUADS);
- glTexCoord2f(0,0); glVertex3d((x*2)+2,0,(z*2)+0);
- glTexCoord2f(0,1); glVertex3d((x*2)+2,2,(z*2)+0);
- glTexCoord2f(1,1); glVertex3d((x*2)+2,2,(z*2)+2);
- glTexCoord2f(1,0); glVertex3d((x*2)+2,0,(z*2)+2);
- glEnd();
- end;
- end;