program SimpleTri; {$mode objfpc} uses ctypes, nds9; var rotateX: cfloat = 0.0; rotateY: cfloat = 0.0; keys: cuint16; begin //set mode 0, enable BG0 and set it to 3D videoSetMode(MODE_0_3D); // initialize gl glInit(); // enable antialiasing glEnable(GL_ANTIALIAS); // setup the rear plane glClearColor(0,0,0,31); // BG must be opaque for AA to work glClearPolyID(63); // BG must have a unique polygon ID for AA to work glClearDepth($7FFF); //this should work the same as the normal gl call glViewport(0,0,255,191); //any floating point gl call is being converted to fixed prior to being implemented glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(70, 256.0 / 192.0, 0.1, 40); gluLookAt( 0.0, 0.0, 1.0, //camera possition 0.0, 0.0, 0.0, //look at 0.0, 1.0, 0.0); //up while true do begin glPushMatrix(); //move it away from the camera glTranslatef32(0, 0, floattof32(-1)); glRotateX(rotateX); glRotateY(rotateY); glMatrixMode(GL_MODELVIEW); //not a real gl function and will likely change glPolyFmt(POLY_ALPHA(31) or POLY_CULL_NONE); scanKeys(); keys := keysHeld(); if ((keys and KEY_UP)) <> 0 then rotateX := rotateX + 3; if((keys and KEY_DOWN)) <> 0 then rotateX := rotateX - 3; if((keys and KEY_LEFT)) <> 0 then rotateY := rotateY + 3; if((keys and KEY_RIGHT)) <> 0 then rotateY := rotateY - 3; //draw the obj glBegin(GL_TRIANGLE); glColor3b(255,0,0); glVertex3v16(inttov16(-1),inttov16(-1),0); glColor3b(0,255,0); glVertex3v16(inttov16(1), inttov16(-1), 0); glColor3b(0,0,255); glVertex3v16(inttov16(0), inttov16(1), 0); glEnd(); glPopMatrix(1); glFlush(0); swiWaitForVBlank(); end; end.