all that is testing the program because after that I test the structure ;I will implement with the cycle
for count:=1 to size do “the complet file records”
here show the first record of 3000 “here do it very well just only the first” always the first record…I don’t know
COUNT:=1; //// count array in array number 1
VERTICE[1].X1 := VERTICE[COUNT].X1;
VERTICE[1].Y1 := VERTICE[COUNT].Y1;
VERTICE[1].Z1 := VERTICE[COUNT].Z1;
COORDENADA[1].A:=COORDENADA[COUNT].A;
COORDENADA[1].S:=COORDENADA[COUNT].S;
INDEX[1] := 0;
VERTICE[2].X2 := VERTICE[COUNT].X2;
VERTICE[2].Y2 := VERTICE[COUNT].Y2;
VERTICE[2].Z2 := VERTICE[COUNT].Z2;
COORDENADA[2].D:=COORDENADA[COUNT].D;
COORDENADA[2].F:=COORDENADA[COUNT].F;
INDEX[2] := 1;
VERTICE[3].X3 := VERTICE[COUNT].X3;
VERTICE[3].Y3 := VERTICE[COUNT].Y3;
VERTICE[3].Z3 := VERTICE[COUNT].Z3;
COORDENADA[3].G:=COORDENADA[COUNT].G;
COORDENADA[3].H:=COORDENADA[COUNT].H;
INDEX[3] := 2;
VERTICE[4].X4 := VERTICE[COUNT].X4;
VERTICE[4].Y4 := VERTICE[COUNT].Y4;
VERTICE[4].Z4 := VERTICE[COUNT].Z4;
COORDENADA[4].J:=COORDENADA[COUNT].J;
COORDENADA[4].K:=COORDENADA[COUNT].K;
INDEX[4] := 3;
glEnableClientState(GL_INDEX_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, @COORDENADA);
glVertexPointer(3, GL_FLOAT, 0, @VERTICE);
glDrawElements(GL_QUADS, 4, GL_UNSIGNED_INT, @INDEX);
glDisableClientState(GL_INDEX_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
here show the 3th record of 3000 …but not do it
COUNT:=3; //// count array in array number 3
VERTICE[1].X1 := VERTICE[COUNT].X1;
VERTICE[1].Y1 := VERTICE[COUNT].Y1;
VERTICE[1].Z1 := VERTICE[COUNT].Z1;
COORDENADA[1].A:=COORDENADA[COUNT].A;
COORDENADA[1].S:=COORDENADA[COUNT].S;
INDEX[1] := 0;
VERTICE[2].X2 := VERTICE[COUNT].X2;
VERTICE[2].Y2 := VERTICE[COUNT].Y2;
VERTICE[2].Z2 := VERTICE[COUNT].Z2;
COORDENADA[2].D:=COORDENADA[COUNT].D;
COORDENADA[2].F:=COORDENADA[COUNT].F;
INDEX[2] := 1;
VERTICE[3].X3 := VERTICE[COUNT].X3;
VERTICE[3].Y3 := VERTICE[COUNT].Y3;
VERTICE[3].Z3 := VERTICE[COUNT].Z3;
COORDENADA[3].G:=COORDENADA[COUNT].G;
COORDENADA[3].H:=COORDENADA[COUNT].H;
INDEX[3] := 2;
VERTICE[4].X4 := VERTICE[COUNT].X4;
VERTICE[4].Y4 := VERTICE[COUNT].Y4;
VERTICE[4].Z4 := VERTICE[COUNT].Z4;
COORDENADA[4].J:=COORDENADA[COUNT].J;
COORDENADA[4].K:=COORDENADA[COUNT].K;
INDEX[4] := 3;
glEnableClientState(GL_INDEX_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, @COORDENADA);
glVertexPointer(3, GL_FLOAT, 0, @VERTICE);
glDrawElements(GL_QUADS, 4, GL_UNSIGNED_INT, @INDEX);
glDisableClientState(GL_INDEX_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);