glClear( gl_Depth_Buffer_Bit
or gl_Color_Buffer_Bit );
glClearCOlor( 0, 0, 0, 0 );
glMatrixMode( gl_Projection );
glLoadIdentity();
glUPerspective( 45.0, ClientWidth/ClientHeight, 1, 100 );
glTranslateF( 1, 0, -5 );
glRotateF( 30, 1, 0, 0 );
glRotateF( -120, 0, 1, 0 );
glMatrixMode( gl_ModelView );
glLoadIdentity();
glBegin (GL_QUADS);
glColor3f (0.5, 0.5, 1); glVertex3f (0,0,0);
glColor3f (0.5, 0.5, 1); glVertex3f (1,0,0);
glColor3f (0.5, 0.5, 1); glVertex3f (1,1,0);
glColor3f (0.5, 0.5, 1); glVertex3f (0,1,0);
glEnd;
//
glBegin (GL_QUADS);
glColor3f (0.8, 1, 0.8); glVertex3f (0,1,0);
glColor3f (0.8, 1, 0.8); glVertex3f (1,1,0);
glColor3f (0.8, 1, 0.8); glVertex3f (1,1,1);
glColor3f (0.8, 1, 0.8); glVertex3f (0,1,1);
glEnd;
glBegin (GL_QUADS);
glColor3f (1, 0, 0); glVertex3f (1,1,0);
glColor3f (1, 0, 0); glVertex3f (1,0,0);
glColor3f (1, 0, 0); glVertex3f (1,0,1);
glColor3f (1, 0, 0); glVertex3f (1,1,1);
glEnd;
SwapBuffers(
DC );
Sleep( $10 );
Done :=
not Application.Active;