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| procedure InitIntro(var tex: array of textures);
begin
glClearColor(0.0, 0.0, 0.0, 0.0);
glShadeModel(GL_SMOOTH);
glClearDepth(1.0);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
//glEnable(GL_TEXTURE_2D);
//glenable(gl_blend);
ilInit();
iluInit();
ilutInit();
ilTexImage(10,10,1,3,IL_RGBA,IL_UNSIGNED_BYTE,NIL);
tex[0].background := ilutGLLoadImage('images/main/menu/loading.jpg');
tex[1].background := ilutGLLoadImage('images/new.tga');
ReSizeWindow( SCREEN_WIDTH, SCREEN_HEIGHT );
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
begin
glLoadIdentity();
Gltranslatef(1.5,0,-18);
glBindTexture(GL_TEXTURE_2D, tex[0].background);
glbegin(gl_polygon);
glTexCoord2f(0.0, 0.0); glVertex3f(-11, -7, 1.0);
glTexCoord2f(1.0, 0.0); glVertex3f( 8, -7, 1.0);
glTexCoord2f(1.0, 1.0); glVertex3f( 8, 8, 1.0);
glTexCoord2f(0.0, 1.0); glVertex3f(-11, 8, 1.0);
glend();
end;
begin
glLoadIdentity();
Gltranslatef(1.5,0,-18);
glBindTexture(GL_TEXTURE_2D, tex[1].background);
//glblendfunc(gl_dst_color,gl_zero);
glbegin(gl_polygon);
glTexCoord2f(0.0, 0.0); glVertex3f(-5, -5, 1.1);
glTexCoord2f(1.0, 0.0); glVertex3f( 4, -5, 1.1);
glTexCoord2f(1.0, 1.0); glVertex3f( 4, 3, 1.1);
glTexCoord2f(0.0, 1.0); glVertex3f(-5, 3, 1.1);
glend();
end;
SDL_GL_SWAPBUFFERS;
//gldisable(gl_blend);
end; |
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