glTexCoord2f() private method

private glTexCoord2f ( float s, float t ) : void
s float
t float
return void
示例#1
0
        private void DrawSea()
        {
            GL.glDisable(GL.GL_LIGHTING);
            float dup = GlobalProperties.seaDuplicates;

            GL.glEnable(GL.GL_TEXTURE_2D);
            GL.glColor4f(1.0f, 1.0f, 1.0f, 0.3f);

            GL.glBindTexture(GL.GL_TEXTURE_2D, Textures[0]);
            GL.glBegin(GL.GL_QUADS);

            float cor = GlobalProperties.seaSize / 2;

            GL.glTexCoord2f(0, 0);
            GL.glVertex3f(-cor, -cor, 0.0f);
            GL.glTexCoord2f(0, dup);
            GL.glVertex3f(cor, -cor, 0.0f);
            GL.glTexCoord2f(dup, dup);
            GL.glVertex3f(cor, cor, 0.0f);
            GL.glTexCoord2f(dup, 0);
            GL.glVertex3f(-cor, cor, 0.0f);

            GL.glEnd();
            GL.glDisable(GL.GL_TEXTURE_2D);
            GL.glEnable(GL.GL_LIGHTING);
        }
示例#2
0
文件: cOGL.cs 项目: matanmaron/Tanks
        void DrawGrid(float gridsize)
        {
            //floor texture
            GL.glEnable(GL.GL_TEXTURE_2D);

            GL.glBindTexture(GL.GL_TEXTURE_2D, Textures[0]);
            GL.glBegin(GL.GL_QUADS);
            GL.glColor3f(1f, 1f, 1f);//white clear
            //left side

            GL.glNormal3f(0.0f, 1.0f, 0.0f);
            GL.glTexCoord2f(0, 0);
            GL.glVertex3f(0, 0, 0);
            GL.glTexCoord2f(0, 1);
            GL.glVertex3f(-gridsize, 0, 0);
            GL.glTexCoord2f(1f, 1f);
            GL.glVertex3f(-gridsize, 0, -gridsize * 2);
            GL.glTexCoord2f(1f, 0);
            GL.glVertex3f(0, 0, -gridsize * 2);
            //right side
            GL.glNormal3f(0.0f, 1.0f, 0.0f);
            GL.glTexCoord2f(0, 0);
            GL.glVertex3f(0, 0, 0);
            GL.glTexCoord2f(0, 1);
            GL.glVertex3f(gridsize, 0, 0);
            GL.glTexCoord2f(1f, 1f);
            GL.glVertex3f(gridsize, 0, -gridsize * 2);
            GL.glTexCoord2f(1f, 0);
            GL.glVertex3f(0, 0, -gridsize * 2);

            GL.glEnd();
            GL.glDisable(GL.GL_TEXTURE_2D);
        }
示例#3
0
        private void drawSquareSurface(float width, float height, float depth, eAxis axis)
        {
            GL.glBegin(GL.GL_QUADS);

            // if there is no texture bind, the glTexCoord2f do nothing
            switch (axis)
            {
            case eAxis.X:
                GL.glTexCoord2f(0.0f, 0.0f); GL.glVertex3f(width, 0, 0);
                GL.glTexCoord2f(1.0f, 0.0f); GL.glVertex3f(width, 0, depth);
                GL.glTexCoord2f(1.0f, 1.0f); GL.glVertex3f(width, height, depth);
                GL.glTexCoord2f(0.0f, 1.0f); GL.glVertex3f(width, height, 0);
                break;

            case eAxis.Y:
                GL.glVertex3f(0, height, 0);
                GL.glVertex3f(0, height, depth);
                GL.glVertex3f(width, height, depth);
                GL.glVertex3f(width, height, 0);
                break;

            case eAxis.Z:
                GL.glTexCoord2f(0.0f, 0.0f); GL.glVertex3f(0, 0, depth);
                GL.glTexCoord2f(0.0f, 1.0f); GL.glVertex3f(0, height, depth);
                GL.glTexCoord2f(1.0f, 1.0f); GL.glVertex3f(width, height, depth);
                GL.glTexCoord2f(1.0f, 0.0f); GL.glVertex3f(width, 0, depth);
                break;
            }

            GL.glEnd();
        }
示例#4
0
        private void drawCubeAndPasteTexture(float i_Height)
        {
            GL.glBegin(GL.GL_QUADS);
            GL.glColor3f(1.0f, 1.0f, 1.0f); // bug fix

            //Back side
            GL.glTexCoord2f(0.25f, 0.0f);
            GL.glVertex3f(0.0f, 0.0f + i_Height, 0.0f);

            GL.glTexCoord2f(0.0f, 0.0f);
            GL.glVertex3f(1.0f, 0.0f + i_Height, 0.0f);

            GL.glTexCoord2f(0.0f, 1.0f);
            GL.glVertex3f(1.0f, 1.0f + i_Height, 0.0f);

            GL.glTexCoord2f(0.25f, 1.0f);
            GL.glVertex3f(0.0f, 1.0f + i_Height, 0.0f);

            //Left side
            GL.glTexCoord2f(0.25f, 0.0f);
            GL.glVertex3f(0.0f, 0.0f + i_Height, 0.0f);

            GL.glTexCoord2f(0.5f, 0.0f);
            GL.glVertex3f(0.0f, 0.0f + i_Height, 1.0f);

            GL.glTexCoord2f(0.5f, 1.0f);
            GL.glVertex3f(0.0f, 1.0f + i_Height, 1.0f);

            GL.glTexCoord2f(0.25f, 1.0f);
            GL.glVertex3f(0.0f, 1.0f + i_Height, 0.0f);

            //Right side
            GL.glTexCoord2f(1.0f, 0.0f);
            GL.glVertex3f(1.0f, 0.0f + i_Height, 0.0f);

            GL.glTexCoord2f(0.75f, 0.0f);
            GL.glVertex3f(1.0f, 0.0f + i_Height, 1.0f);

            GL.glTexCoord2f(0.75f, 1.0f);
            GL.glVertex3f(1.0f, 1.0f + i_Height, 1.0f);

            GL.glTexCoord2f(1.0f, 1.0f);
            GL.glVertex3f(1.0f, 1.0f + i_Height, 0.0f);

            //FrontSide
            GL.glTexCoord2f(0.5f, 0.0f);
            GL.glVertex3f(0.0f, 0.0f + i_Height, 1.0f);

            GL.glTexCoord2f(0.75f, 0.0f);
            GL.glVertex3f(1.0f, 0.0f + i_Height, 1.0f);

            GL.glTexCoord2f(0.75f, 1.0f);
            GL.glVertex3f(1.0f, 1.0f + i_Height, 1.0f);

            GL.glTexCoord2f(0.5f, 1.0f);
            GL.glVertex3f(0.0f, 1.0f + i_Height, 1.0f);

            GL.glEnd();
        }
示例#5
0
        void DrawGrid(float gridsize, bool sky)
        {
            float h = 0;

            //floor texture
            GL.glEnable(GL.GL_TEXTURE_2D);

            if (sky)
            {
                GL.glBindTexture(GL.GL_TEXTURE_2D, Textures[6]);
            }
            else
            {
                GL.glBindTexture(GL.GL_TEXTURE_2D, Textures[0]);
            }

            GL.glBegin(GL.GL_QUADS);
            GL.glColor3f(1f, 1f, 1f);//white clear
            //left side
            if (sky)
            {
                h = 10;
                GL.glNormal3f(0.0f, -1.0f, 0.0f);
            }
            else
            {
                GL.glNormal3f(0.0f, 1.0f, 0.0f);
            }

            GL.glTexCoord2f(0, 0);
            GL.glVertex3f(0, h, 0);
            GL.glTexCoord2f(0, 1);
            GL.glVertex3f(-gridsize, h, 0);
            GL.glTexCoord2f(1f, 1f);
            GL.glVertex3f(-gridsize, h, -gridsize * 2);
            GL.glTexCoord2f(1f, 0);
            GL.glVertex3f(0, h, -gridsize * 2);
            //right side
            if (sky)
            {
                GL.glNormal3f(0.0f, -1.0f, 0.0f);
            }
            else
            {
                GL.glNormal3f(0.0f, 1.0f, 0.0f);
            }
            GL.glTexCoord2f(0, 0);
            GL.glVertex3f(0, h, 0);
            GL.glTexCoord2f(0, 1);
            GL.glVertex3f(gridsize, h, 0);
            GL.glTexCoord2f(1f, 1f);
            GL.glVertex3f(gridsize, h, -gridsize * 2);
            GL.glTexCoord2f(1f, 0);
            GL.glVertex3f(0, h, -gridsize * 2);

            GL.glEnd();
            GL.glDisable(GL.GL_TEXTURE_2D);
        }
示例#6
0
        void DrawTexturedCube()
        {
            float big   = 1.0f;
            float small = big;

            // front
            GL.glBindTexture(GL.GL_TEXTURE_2D, cubeMapTextures[0]);
            GL.glBegin(GL.GL_QUADS);
            GL.glTexCoord2f(0.0f, 0.0f); GL.glVertex3f(-big, -big, big);
            GL.glTexCoord2f(1.0f, 0.0f); GL.glVertex3f(big, -big, big);
            GL.glTexCoord2f(1.0f, 1.0f); GL.glVertex3f(big, big, big);
            GL.glTexCoord2f(0.0f, 1.0f); GL.glVertex3f(-big, big, big);
            GL.glEnd();
            // back
            GL.glBindTexture(GL.GL_TEXTURE_2D, cubeMapTextures[1]);
            GL.glBegin(GL.GL_QUADS);
            GL.glTexCoord2f(0.0f, 0.0f); GL.glVertex3f(small, -small, -small);
            GL.glTexCoord2f(1.0f, 0.0f); GL.glVertex3f(-small, -small, -small);
            GL.glTexCoord2f(1.0f, 1.0f); GL.glVertex3f(-small, small, -small);
            GL.glTexCoord2f(0.0f, 1.0f); GL.glVertex3f(small, small, -small);
            GL.glEnd();
            // left
            GL.glBindTexture(GL.GL_TEXTURE_2D, cubeMapTextures[2]);
            GL.glBegin(GL.GL_QUADS);
            GL.glTexCoord2f(0.0f, 0.0f); GL.glVertex3f(-small, -small, -small);
            GL.glTexCoord2f(1.0f, 0.0f); GL.glVertex3f(-big, -big, big);
            GL.glTexCoord2f(1.0f, 1.0f); GL.glVertex3f(-big, big, big);
            GL.glTexCoord2f(0.0f, 1.0f); GL.glVertex3f(-small, small, -small);
            GL.glEnd();
            // right
            GL.glBindTexture(GL.GL_TEXTURE_2D, cubeMapTextures[3]);
            GL.glBegin(GL.GL_QUADS);
            GL.glTexCoord2f(0.0f, 0.0f); GL.glVertex3f(big, -big, big);
            GL.glTexCoord2f(1.0f, 0.0f); GL.glVertex3f(small, -small, -small);
            GL.glTexCoord2f(1.0f, 1.0f); GL.glVertex3f(small, small, -small);
            GL.glTexCoord2f(0.0f, 1.0f); GL.glVertex3f(big, big, big);
            GL.glEnd();
            // top
            GL.glBindTexture(GL.GL_TEXTURE_2D, cubeMapTextures[4]);
            GL.glBegin(GL.GL_QUADS);
            GL.glTexCoord2f(0.0f, 0.0f); GL.glVertex3f(-big, big, big);
            GL.glTexCoord2f(1.0f, 0.0f); GL.glVertex3f(big, big, big);
            GL.glTexCoord2f(1.0f, 1.0f); GL.glVertex3f(small, small, -small);
            GL.glTexCoord2f(0.0f, 1.0f); GL.glVertex3f(-small, small, -small);
            GL.glEnd();
            // bottom
            GL.glBindTexture(GL.GL_TEXTURE_2D, cubeMapTextures[5]);
            GL.glBegin(GL.GL_QUADS);
            GL.glTexCoord2f(0.0f, 0.0f); GL.glVertex3f(-small, -small, -small);
            GL.glTexCoord2f(1.0f, 0.0f); GL.glVertex3f(small, -small, -small);
            GL.glTexCoord2f(1.0f, 1.0f); GL.glVertex3f(big, -big, big);
            GL.glTexCoord2f(0.0f, 1.0f); GL.glVertex3f(-big, -big, big);
            GL.glEnd();
        }
示例#7
0
 //! TEXTURE CUBE b
 //Draws our textured cube, VERY simple.  Notice that the faces are constructed
 //in a counter-clockwise order.  If they were done in a clockwise order you would
 //have to use the glFrontFace() function.
 void DrawTexturedCube()
 {
     // front
     GL.glBindTexture(GL.GL_TEXTURE_2D, Textures[0]);
     GL.glBegin(GL.GL_QUADS);
     GL.glTexCoord2f(0.0f, 0.0f); GL.glVertex3f(-40.0f, -40.0f, 40.0f);
     GL.glTexCoord2f(1.0f, 0.0f); GL.glVertex3f(40.0f, -40.0f, 40.0f);
     GL.glTexCoord2f(1.0f, 1.0f); GL.glVertex3f(40.0f, 40.0f, 40.0f);
     GL.glTexCoord2f(0.0f, 1.0f); GL.glVertex3f(-40.0f, 40.0f, 40.0f);
     GL.glEnd();
     // back
     GL.glBindTexture(GL.GL_TEXTURE_2D, Textures[1]);
     GL.glBegin(GL.GL_QUADS);
     GL.glTexCoord2f(0.0f, 0.0f); GL.glVertex3f(40.0f, -40.0f, -40.0f);
     GL.glTexCoord2f(1.0f, 0.0f); GL.glVertex3f(-40.0f, -40.0f, -40.0f);
     GL.glTexCoord2f(1.0f, 1.0f); GL.glVertex3f(-40.0f, 40.0f, -40.0f);
     GL.glTexCoord2f(0.0f, 1.0f); GL.glVertex3f(40.0f, 40.0f, -40.0f);
     GL.glEnd();
     // left
     GL.glBindTexture(GL.GL_TEXTURE_2D, Textures[2]);
     GL.glBegin(GL.GL_QUADS);
     GL.glTexCoord2f(0.0f, 0.0f); GL.glVertex3f(-40.0f, -40.0f, -40.0f);
     GL.glTexCoord2f(1.0f, 0.0f); GL.glVertex3f(-40.0f, -40.0f, 40.0f);
     GL.glTexCoord2f(1.0f, 1.0f); GL.glVertex3f(-40.0f, 40.0f, 40.0f);
     GL.glTexCoord2f(0.0f, 1.0f); GL.glVertex3f(-40.0f, 40.0f, -40.0f);
     GL.glEnd();
     // right
     GL.glBindTexture(GL.GL_TEXTURE_2D, Textures[3]);
     GL.glBegin(GL.GL_QUADS);
     GL.glTexCoord2f(0.0f, 0.0f); GL.glVertex3f(40.0f, -40.0f, 40.0f);
     GL.glTexCoord2f(1.0f, 0.0f); GL.glVertex3f(40.0f, -40.0f, -40.0f);
     GL.glTexCoord2f(1.0f, 1.0f); GL.glVertex3f(40.0f, 40.0f, -40.0f);
     GL.glTexCoord2f(0.0f, 1.0f); GL.glVertex3f(40.0f, 40.0f, 40.0f);
     GL.glEnd();
     // top
     GL.glBindTexture(GL.GL_TEXTURE_2D, Textures[4]);
     GL.glBegin(GL.GL_QUADS);
     GL.glTexCoord2f(0.0f, 0.0f); GL.glVertex3f(-40.0f, 40.0f, 40.0f);
     GL.glTexCoord2f(1.0f, 0.0f); GL.glVertex3f(40.0f, 40.0f, 40.0f);
     GL.glTexCoord2f(1.0f, 1.0f); GL.glVertex3f(40.0f, 40.0f, -40.0f);
     GL.glTexCoord2f(0.0f, 1.0f); GL.glVertex3f(-40.0f, 40.0f, -40.0f);
     GL.glEnd();
     // bottom
     GL.glBindTexture(GL.GL_TEXTURE_2D, Textures[5]);
     GL.glBegin(GL.GL_QUADS);
     GL.glTexCoord2f(0.0f, 0.0f); GL.glVertex3f(-40.0f, -40.0f, -40.0f);
     GL.glTexCoord2f(1.0f, 0.0f); GL.glVertex3f(40.0f, -40.0f, -40.0f);
     GL.glTexCoord2f(1.0f, 1.0f); GL.glVertex3f(40.0f, -40.0f, 40.0f);
     GL.glTexCoord2f(0.0f, 1.0f); GL.glVertex3f(-40.0f, -40.0f, 40.0f);
     GL.glEnd();
 }
        void DrawTexturedCube()
        {
            GL.glEnable(GL.GL_TEXTURE_2D);
            GL.glDisable(GL.GL_BLEND);
            GL.glColor3d(1, 1, 1);
            GL.glDisable(GL.GL_LIGHTING);
            // front
            GL.glBindTexture(GL.GL_TEXTURE_2D, Textures[0]);
            GL.glBegin(GL.GL_QUADS);
            GL.glTexCoord2f(0.0f, 0.0f); GL.glVertex3f(300.0f, -0.01f, 300.0f);
            GL.glTexCoord2f(1.0f, 0.0f); GL.glVertex3f(-300.0f, -0.01f, 300.0f);
            GL.glTexCoord2f(1.0f, 1.0f); GL.glVertex3f(-300.0f, 300.0f, 300.0f);
            GL.glTexCoord2f(0.0f, 1.0f); GL.glVertex3f(300.0f, 300.0f, 300.0f);
            GL.glEnd();
            // back
            GL.glBindTexture(GL.GL_TEXTURE_2D, Textures[0]);
            GL.glBegin(GL.GL_QUADS);
            GL.glTexCoord2f(0.0f, 0.0f); GL.glVertex3f(-300.0f, -0.01f, -300.0f);
            GL.glTexCoord2f(1.0f, 0.0f); GL.glVertex3f(300.0f, -0.01f, -300.0f);
            GL.glTexCoord2f(1.0f, 1.0f); GL.glVertex3f(300.0f, 300.0f, -300.0f);
            GL.glTexCoord2f(0.0f, 1.0f); GL.glVertex3f(-300.0f, 300.0f, -300.0f);
            GL.glEnd();
            // left
            GL.glBindTexture(GL.GL_TEXTURE_2D, Textures[2]);
            GL.glBegin(GL.GL_QUADS);
            GL.glTexCoord2f(0.0f, 0.0f); GL.glVertex3f(-300.0f, -0.01f, 300.0f);
            GL.glTexCoord2f(1.0f, 0.0f); GL.glVertex3f(-300.0f, -0.01f, -300.0f);
            GL.glTexCoord2f(1.0f, 1.0f); GL.glVertex3f(-300.0f, 300.0f, -300.0f);
            GL.glTexCoord2f(0.0f, 1.0f); GL.glVertex3f(-300.0f, 300.0f, 300.0f);
            GL.glEnd();
            // right
            GL.glBindTexture(GL.GL_TEXTURE_2D, Textures[3]);
            GL.glBegin(GL.GL_QUADS);
            GL.glTexCoord2f(0.0f, 0.0f); GL.glVertex3f(300.0f, -0.01f, -300.0f);
            GL.glTexCoord2f(1.0f, 0.0f); GL.glVertex3f(300.0f, -0.01f, 300.0f);
            GL.glTexCoord2f(1.0f, 1.0f); GL.glVertex3f(300.0f, 300.0f, 300.0f);
            GL.glTexCoord2f(0.0f, 1.0f); GL.glVertex3f(300.0f, 300.0f, -300.0f);
            GL.glEnd();
            // top
            GL.glBindTexture(GL.GL_TEXTURE_2D, Textures[4]);
            GL.glBegin(GL.GL_QUADS);
            GL.glTexCoord2f(0.0f, 0.0f); GL.glVertex3f(-300.0f, 300.0f, -300.0f);
            GL.glTexCoord2f(1.0f, 0.0f); GL.glVertex3f(300.0f, 300.0f, -300.0f);
            GL.glTexCoord2f(1.0f, 1.0f); GL.glVertex3f(300.0f, 300.0f, 300.0f);
            GL.glTexCoord2f(0.0f, 1.0f); GL.glVertex3f(-300.0f, 300.0f, 300.0f);
            GL.glEnd();

            GL.glDisable(GL.GL_TEXTURE_2D);
            GL.glEnable(GL.GL_BLEND);
        }
示例#9
0
        public void DrawWithTexture(int multMirrorPicture, bool isFrontOrbackWall)
        {
            // multMirrorPicture == -1 : mirror pictures

            uint swapPictures = 0; // if swapPictures == 0 picture left = picture right

            if (multMirrorPicture == -1)
            {
                swapPictures = 1;
            }
            else
            {
                swapPictures = 0;
            }

            if (isFrontOrbackWall)
            {
                if (this.textureId == 12)
                {
                    GL.glBindTexture(GL.GL_TEXTURE_2D, this.textureId + swapPictures);
                }
                else if (this.textureId == 13)
                {
                    GL.glBindTexture(GL.GL_TEXTURE_2D, this.textureId - swapPictures);
                }
            }
            else
            {
                GL.glBindTexture(GL.GL_TEXTURE_2D, this.textureId);
            }

            GL.glBegin(GL.GL_QUADS);
            if (isFrontOrbackWall)
            {
                GL.glTexCoord2f(0.0f, 0.0f); GL.glVertex3f(multMirrorPicture * v1.X, v1.Y, v1.Z);
                GL.glTexCoord2f(1.0f, 0.0f); GL.glVertex3f(multMirrorPicture * v2.X, v2.Y, v2.Z);
                GL.glTexCoord2f(1.0f, 1.0f); GL.glVertex3f(multMirrorPicture * v3.X, v3.Y, v3.Z);
                GL.glTexCoord2f(0.0f, 1.0f); GL.glVertex3f(multMirrorPicture * v4.X, v4.Y, v4.Z);
            }
            else
            {
                GL.glTexCoord2f(0.0f, 0.0f); GL.glVertex3f(v1.X, v1.Y, multMirrorPicture * v1.Z);
                GL.glTexCoord2f(1.0f, 0.0f); GL.glVertex3f(v2.X, v2.Y, multMirrorPicture * v2.Z);
                GL.glTexCoord2f(1.0f, 1.0f); GL.glVertex3f(v3.X, v3.Y, multMirrorPicture * v3.Z);
                GL.glTexCoord2f(0.0f, 1.0f); GL.glVertex3f(v4.X, v4.Y, multMirrorPicture * v4.Z);
            }
            GL.glEnd();
        }
示例#10
0
 void drawFloorTextured()
 {
     GL.glEnable(GL.GL_TEXTURE_2D);
     GL.glDisable(GL.GL_BLEND);
     GL.glColor3d(1, 1, 1);
     GL.glDisable(GL.GL_LIGHTING);
     GL.glBindTexture(GL.GL_TEXTURE_2D, Textures[5]);
     GL.glBegin(GL.GL_QUADS);
     GL.glNormal3f(0, 1, 0);
     GL.glTexCoord2f(0.0f, 0.0f); GL.glVertex3f(-200, -0.01f, 200);
     GL.glTexCoord2f(1.0f, 0.0f); GL.glVertex3f(200, -0.01f, 200);
     GL.glTexCoord2f(1.0f, 1.0f); GL.glVertex3f(200, -0.01f, -200);
     GL.glTexCoord2f(0.0f, 1.0f); GL.glVertex3f(-200, -0.01f, -200);
     GL.glEnd();
     GL.glDisable(GL.GL_TEXTURE_2D);
     GL.glEnable(GL.GL_BLEND);
     GL.glEnable(GL.GL_LIGHTING);
 }
示例#11
0
        void drawground()
        {
            {
                GL.glBindTexture(GL.GL_TEXTURE_2D, TextureGround[0]);
                GL.glNormal3f(0.0f, -1.0f, 0.0f);
                GL.glBegin(GL.GL_QUADS);

                GL.glTexCoord2f(0.0f, 0.0f);
                GL.glVertex3d(-20, -20, ground[0, 2] - 0.05);
                GL.glTexCoord2f(1.0f, 0.0f);
                GL.glVertex3d(-20, 20, ground[0, 2] - 0.05);
                GL.glTexCoord2f(1.0f, 1.0f);
                GL.glVertex3d(20, 20, ground[0, 2] - 0.05);
                GL.glTexCoord2f(0.0f, 1.0f);
                GL.glVertex3d(20, -20, ground[0, 2] - 0.05);

                GL.glColor3f(0, 0, 0);

                GL.glEnd();
            }
        }
示例#12
0
        public void DrawTexturedCube()
        {
            GL.glScaled(55, 55, 55);


            {
                // front

                GL.glBindTexture(GL.GL_TEXTURE_2D, Textures[0]);
                GL.glBegin(GL.GL_QUADS);
                GL.glNormal3f(0.0f, 0.0f, 1.0f);
                GL.glTexCoord2f(0.0f, 0.0f);
                GL.glVertex3f(-1.0f, -1.0f, 1.0f);
                GL.glTexCoord2f(1.0f, 0.0f);
                GL.glVertex3f(1.0f, -1.0f, 1.0f);
                GL.glTexCoord2f(1.0f, 1.0f);
                GL.glVertex3f(1.0f, 1.0f, 1.0f);
                GL.glTexCoord2f(0.0f, 1.0f);
                GL.glVertex3f(-1.0f, 1.0f, 1.0f);
                GL.glEnd();
                // back
                GL.glBindTexture(GL.GL_TEXTURE_2D, Textures[1]);
                GL.glBegin(GL.GL_QUADS);
                GL.glNormal3f(0.0f, 0.0f, -1.0f);
                GL.glTexCoord2f(0.0f, 0.0f); GL.glVertex3f(1.0f, -1.0f, -1.0f);
                GL.glTexCoord2f(1.0f, 0.0f); GL.glVertex3f(-1.0f, -1.0f, -1.0f);
                GL.glTexCoord2f(1.0f, 1.0f); GL.glVertex3f(-1.0f, 1.0f, -1.0f);
                GL.glTexCoord2f(0.0f, 1.0f); GL.glVertex3f(1.0f, 1.0f, -1.0f);
                GL.glEnd();
                // left
                GL.glBindTexture(GL.GL_TEXTURE_2D, Textures[2]);
                GL.glBegin(GL.GL_QUADS);
                GL.glNormal3f(-1.0f, 0.0f, 0.0f);
                GL.glTexCoord2f(0.0f, 0.0f); GL.glVertex3f(-1.0f, -1.0f, -1.0f);
                GL.glTexCoord2f(1.0f, 0.0f); GL.glVertex3f(-1.0f, -1.0f, 1.0f);
                GL.glTexCoord2f(1.0f, 1.0f); GL.glVertex3f(-1.0f, 1.0f, 1.0f);
                GL.glTexCoord2f(0.0f, 1.0f); GL.glVertex3f(-1.0f, 1.0f, -1.0f);
                GL.glEnd();
                // right
                GL.glBindTexture(GL.GL_TEXTURE_2D, Textures[3]);
                GL.glBegin(GL.GL_QUADS);
                GL.glNormal3f(1.0f, 0.0f, 0.0f);
                GL.glTexCoord2f(0.0f, 0.0f); GL.glVertex3f(1.0f, -1.0f, 1.0f);
                GL.glTexCoord2f(1.0f, 0.0f); GL.glVertex3f(1.0f, -1.0f, -1.0f);
                GL.glTexCoord2f(1.0f, 1.0f); GL.glVertex3f(1.0f, 1.0f, -1.0f);
                GL.glTexCoord2f(0.0f, 1.0f); GL.glVertex3f(1.0f, 1.0f, 1.0f);
                GL.glEnd();
                // top
                GL.glBindTexture(GL.GL_TEXTURE_2D, Textures[4]);
                GL.glBegin(GL.GL_QUADS);
                GL.glNormal3f(0.0f, 1.0f, 0.0f);
                GL.glTexCoord2f(0.0f, 0.0f); GL.glVertex3f(-1.0f, 1.0f, 1.0f);
                GL.glTexCoord2f(1.0f, 0.0f); GL.glVertex3f(1.0f, 1.0f, 1.0f);
                GL.glTexCoord2f(1.0f, 1.0f); GL.glVertex3f(1.0f, 1.0f, -1.0f);
                GL.glTexCoord2f(0.0f, 1.0f); GL.glVertex3f(-1.0f, 1.0f, -1.0f);
                GL.glEnd();
                // bottom
                GL.glBindTexture(GL.GL_TEXTURE_2D, Textures[5]);
                GL.glBegin(GL.GL_QUADS);
                GL.glNormal3f(0.0f, -1.0f, 0.0f);
                GL.glTexCoord2f(0.0f, 0.0f); GL.glVertex3f(-1.0f, -1.0f, -1.0f);
                GL.glTexCoord2f(1.0f, 0.0f); GL.glVertex3f(1.0f, -1.0f, -1.0f);
                GL.glTexCoord2f(1.0f, 1.0f); GL.glVertex3f(1.0f, -1.0f, 1.0f);
                GL.glTexCoord2f(0.0f, 1.0f); GL.glVertex3f(-1.0f, -1.0f, 1.0f);
                GL.glEnd();
            }
        }