Procedure TdreiD.Render;
begin
glClear(GL_COLOR_BUFFER_BIT
or GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity;
gluPerspective(45.0,ClientWidth/ClientHeight,iNearClipping,iFarClipping);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity;
glTranslatef(ITranslationX*SpaceNorm,ITranslationy*SpaceNorm*0.8,ITranslationZ*SpaceNorm);
glTranslatef(0.5*SpaceNorm,0.5*SpaceNorm,0.5*SpaceNorm);
glRotatef(IAngleX,1,0,0);
glRotatef(IAngleY,0,1,0);
glRotatef(IAngleZ,0,0,1);
glTranslatef(-0.5*SpaceNorm,-0.5*SpaceNorm,-0.5*SpaceNorm);
gldisable(GL_LIGHTING);
if currentShowTyp <>
nil then CurrentShowTyp.Plot;
RenderAxis;
SwapBuffers(
DC);
end;