rendered paste bodyprocedure TfmMain.Draw2D;
var
i : integer;
const
W=512; H= 512;
begin
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
glLoadIdentity;
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glBindTexture(GL_TEXTURE_2D, BackTex);
glColor3ub($FF, $CC, $CC);
glBegin(GL_QUADS);
{glTexCoord2f(0.0,0.0);} glVertex2f(0, 0);
{glTexCoord2f(0.0,1.0);} glVertex2f(0, H);
{glTexCoord2f(1.0,1.0);} glVertex2f(W, H);
{glTexCoord2f(1.0,0.0);} glVertex2f(W, 0);
glEnd();
// Draw the line segments
glColor3ub($CC, $FF, $FF);
glBegin(GL_LINE_STRIP);
for i := Low(Points) to High(Points) do
glVertex3f(Points[i].X, Points[i].Y,0.1);
glEnd();
// Draw the interpolated points second.
glColor3ub($FF, $FF, $CC);
glBegin(GL_POINTS);
for i := Low(Points) to High(Points) do
glVertex3f(Points[i].X, Points[i].Y,0.2);
glEnd();
glFlush();
SwapBuffers(wglGetCurrentDC);
end;