procedure TfmMain.Draw2D; var i : integer; const W=512; H= 512; begin glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); glLoadIdentity; glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glBindTexture(GL_TEXTURE_2D, BackTex); glColor3ub($FF, $CC, $CC); glBegin(GL_QUADS); {glTexCoord2f(0.0,0.0);} glVertex2f(0, 0); {glTexCoord2f(0.0,1.0);} glVertex2f(0, H); {glTexCoord2f(1.0,1.0);} glVertex2f(W, H); {glTexCoord2f(1.0,0.0);} glVertex2f(W, 0); glEnd(); // Draw the line segments glColor3ub($CC, $FF, $FF); glBegin(GL_LINE_STRIP); for i := Low(Points) to High(Points) do glVertex3f(Points[i].X, Points[i].Y,0.1); glEnd(); // Draw the interpolated points second. glColor3ub($FF, $FF, $CC); glBegin(GL_POINTS); for i := Low(Points) to High(Points) do glVertex3f(Points[i].X, Points[i].Y,0.2); glEnd(); glFlush(); SwapBuffers(wglGetCurrentDC); end;