gluLookAt(0.0, 0.0, 15.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
glEnable(GL_LIGHTING);
glEnable(GL_BLEND);
// Hintergrund zeichnen
glBindTexture(GL_TEXTURE_2D, DanceTex[3].Texture);
glBegin(GL_QUADS);
glColor4ub(60,60,64,64);
glTexCoord2f(0, 1); glVertex3f(-8.34, 6.8, -0);
glTexCoord2f(1, 1); glVertex3f(8.34, 6.8, -0);
glTexCoord2f(1, 0); glVertex3f(8.34, -6.8, -0);
glTexCoord2f(0, 0); glVertex3f(-8.34, -6.8, -0);
glEnd();
RGBColor := LevelColr(nValue);
cbR := GetRValue(RGBColor);
cbG := GetGValue(RGBColor);
cbB := GetBValue(RGBColor);
glColor4ub(cbR , cbG , cbB, 64);
glBindTexture(GL_TEXTURE_2D, DanceTex[3].Texture);
glBegin(GL_QUADS);
glTexCoord2f(0, 1); glVertex3f(-8.34, 6.8, -0);
glTexCoord2f(1, 1); glVertex3f(8.34, 6.8, -0);
glTexCoord2f(1, 0); glVertex3f(8.34, -6.8, -0);
glTexCoord2f(0, 0); glVertex3f(-8.34, -6.8, -0);
glEnd();
glLoadIdentity();
glTranslatef(0.0, -0.7, -7.5);
GetAVIFrame;
glBindTexture(GL_TEXTURE_2D, VidTexture);
glPushMatrix();
glBegin(GL_QUADS);
glNormal3f(0, 0, 1);
glTexCoord2f(0, 1); glVertex3f(-2.34, 2.8, 0);
glTexCoord2f(1, 1); glVertex3f(2.34, 2.8, 0);
glTexCoord2f(1, 0); glVertex3f(2.34, -2.8, 0);
glTexCoord2f(0, 0); glVertex3f(-2.34, -2.8, 0);
glEnd;
glPopMatrix();
glDisable (GL_LIGHTING);