unit UMenuStatic; interface {$I switches.inc} uses UTexture, OpenGL12; type TStatic = class public Texture: TTexture; // Button Screen position and size Visible: boolean; //Reflection Mod Reflection: boolean; Reflectionspacing: Real; procedure Draw; constructor Create(Textura: TTexture); overload; end; implementation uses UDrawTexture; procedure TStatic.Draw; begin if Visible then begin DrawTexture(Texture); //Reflection Mod if (Reflection) then // Draw Reflections begin with Texture do begin //Bind Tex and GL Attributes glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glDepthRange(0, 10); glDepthFunc(GL_LEQUAL); glEnable(GL_DEPTH_TEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBindTexture(GL_TEXTURE_2D, TexNum); //Draw glBegin(GL_QUADS);//Top Left glColor4f(ColR * Int, ColG * Int, ColB * Int, Alpha-0.3); glTexCoord2f(TexX1*TexW, TexY2*TexH); glVertex3f(x, y+h*scaleH+ Reflectionspacing, z); //Bottom Left glColor4f(ColR * Int, ColG * Int, ColB * Int, 0); glTexCoord2f(TexX1*TexW, 0.5*TexH+TexY1); glVertex3f(x, y+h*scaleH + h*scaleH/2 + Reflectionspacing, z); //Bottom Right glColor4f(ColR * Int, ColG * Int, ColB * Int, 0); glTexCoord2f(TexX2*TexW, 0.5*TexH+TexY1); glVertex3f(x+w*scaleW, y+h*scaleH + h*scaleH/2 + Reflectionspacing, z); //Top Right glColor4f(ColR * Int, ColG * Int, ColB * Int, Alpha-0.3); glTexCoord2f(TexX2*TexW, TexY2*TexH); glVertex3f(x+w*scaleW, y+h*scaleH + Reflectionspacing, z); glEnd; glDisable(GL_TEXTURE_2D); glDisable(GL_DEPTH_TEST); glDisable(GL_BLEND); end; end; end; end; constructor TStatic.Create(Textura: TTexture); begin inherited Create; Texture := Textura; end; end.