void DrawGround()
{
float fExtent = 20.0f;
float fStep = 0.5f;
float y = 0.0f;
float fColor;
float iStrip, iRun;
int iBounce = 0;
GI.ShadeModel(ShadingModel.Flat);
GI.PolygonMode(GLFace.FrontAndBack, PolygonMode.Fill);
for (iStrip = -fExtent; iStrip <= fExtent; iStrip += fStep)
{
GI.Begin(BeginMode.TriangleStrip);
for (iRun = fExtent; iRun >= -fExtent; iRun -= fStep)
{
if ((iBounce % 2) == 0)
fColor = 1.0f;
else
fColor = 0.0f;
GI.Color(fColor, fColor, fColor, 0.5f);
GI.Vertex(iStrip, y, iRun);
GI.Vertex(iStrip + fStep, y, iRun);
iBounce++;
}
GI.End();
}
GI.ShadeModel(ShadingModel.Smooth);
}