procedure TForm1.Ctverec; var r,g,b: glfloat; UhelX, UhelY, UhelZ: integer; B1X, B1Y, B1Z, B2X, B2Y, B2Z, B3X, B3Y, B3Z, B4X, B4Y, B4Z: real; begin glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glLoadIdentity; glTranslatef(X,Y,Z); //pozice kamery glTranslatef(0,0,0); //střed rotace objektu glRotatef(UhelX, 1, 0, 0); //rotace objektu po ose X glRotatef(UhelY, 0, 1, 0); //rotace objektu po ose Y glRotatef(UhelZ, 0, 0, 1); //rotace objektu po ose Z r := 1; g := 0.5; b := 0; B1X := 1.0; B1Y := 1.0; B1Z := 0.0; B2X := 1.0; B2Y := -1.0; B2Z := 0.0; B3X := -1.0; B3Y := -1.0; B3Z := 0.0; B4X := -1.0; B4Y := 1.0; B4Z := 0.0; glBegin(GL_POLYGON); glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, @r); glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, @g); glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, @b); glMaterialfv(GL_FRONT, GL_SPECULAR, @r); glMaterialfv(GL_FRONT, GL_SPECULAR, @g); glMaterialfv(GL_FRONT, GL_SPECULAR, @b); glMaterialfv(GL_FRONT, GL_SHININESS, @r); glMaterialfv(GL_FRONT, GL_SHININESS, @g); glMaterialfv(GL_FRONT, GL_SHININESS, @b); glNormal3f(0.0, 0.0, 1.0); glVertex3f( B1X, B1Y, B1Z); glVertex3f( B2X, B2Y, B2Z); glVertex3f( B3X, B3Y, B3Z); glVertex3f( B4X, B4Y, B4Z); glEnd; SwapBuffers(DC); end;