glBegin(GL_QUADS);
for i :=0 to mSpecBars -1 do
begin
RGBColor := LevelColr(i);
cbR := GetRValue(RGBColor);
cbG := GetGValue(RGBColor);
cbB := GetBValue(RGBColor);
glColor4ub(cbR, cbG, cbB, 0);
x1:=i*d1+d2;
x2:=(i+1)*d1+overdraw;
z2:=-heights[1][i]+z1-2.0*(d1-d2);
h2:=z1-d12d;
h3:=z2+d12d;
glTexCoord2f(0.0,0.0); glVertex3f(x1,y,z1);
glTexCoord2f(0.0,0.3); glVertex3f(x1,y,h2);
glTexCoord2f(1.0,0.3); glVertex3f(x2,y,h2);
glTexCoord2f(1.0,0.0); glVertex3f(x2,y,z1);
glTexCoord2f(0.0,0.3); glVertex3f(x1,y,h2);
glTexCoord2f(0.0,0.7); glVertex3f(x1,y,h3);
glTexCoord2f(1.0,0.7); glVertex3f(x2,y,h3);
glTexCoord2f(1.0,0.3); glVertex3f(x2,y,h2);
glTexCoord2f(0.0,0.7); glVertex3f(x1,y,h3);
glTexCoord2f(0.0,1.0); glVertex3f(x1,y,z2);
glTexCoord2f(1.0,1.0); glVertex3f(x2,y,z2);
glTexCoord2f(1.0,0.7); glVertex3f(x2,y,h3);
end;
glEnd();