glBegin(GL_QUADS);
// Front Face
- glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
+ glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
- glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, 1.0f, 1.0f);
- glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f(-1.0f, 1.0f, 1.0f);
+ glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
+ glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
// Back Face
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
- glTexCoord2f(0.0f, (gfloat)height); glVertex3f(-1.0f, 1.0f, -1.0f);
- glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f( 1.0f, 1.0f, -1.0f);
- glTexCoord2f((gfloat)width, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
+ glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
+ glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
+ glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
// Top Face
- glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f(-1.0f, 1.0f, -1.0f);
- glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
+ glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
+ glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
- glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, 1.0f, -1.0f);
+ glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
// Bottom Face
- glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
+ glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
- glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, -1.0f, 1.0f);
- glTexCoord2f((gfloat)width,(gfloat)height); glVertex3f(-1.0f, -1.0f, 1.0f);
+ glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
+ glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
// Right face
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
- glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, 1.0f, -1.0f);
- glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f( 1.0f, 1.0f, 1.0f);
- glTexCoord2f((gfloat)width, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
+ glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
+ glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
+ glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
// Left Face
- glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
+ glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
- glTexCoord2f(0.0f, (gfloat)height); glVertex3f(-1.0f, 1.0f, 1.0f);
- glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f(-1.0f, 1.0f, -1.0f);
+ glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
+ glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glEnd();
xrot+=0.3f;
glBegin(GL_QUADS);
// Front Face
- glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
+ glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
- glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, 1.0f, 1.0f);
- glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f(-1.0f, 1.0f, 1.0f);
+ glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
+ glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
// Back Face
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
- glTexCoord2f(0.0f, (gfloat)height); glVertex3f(-1.0f, 1.0f, -1.0f);
- glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f( 1.0f, 1.0f, -1.0f);
- glTexCoord2f((gfloat)width, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
+ glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
+ glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
+ glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
// Top Face
- glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f(-1.0f, 1.0f, -1.0f);
- glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
+ glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
+ glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
- glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, 1.0f, -1.0f);
+ glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
// Bottom Face
- glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
+ glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
- glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, -1.0f, 1.0f);
- glTexCoord2f((gfloat)width,(gfloat)height); glVertex3f(-1.0f, -1.0f, 1.0f);
+ glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
+ glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
// Right face
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
- glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, 1.0f, -1.0f);
- glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f( 1.0f, 1.0f, 1.0f);
- glTexCoord2f((gfloat)width, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
+ glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
+ glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
+ glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
// Left Face
- glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
+ glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
- glTexCoord2f(0.0f, (gfloat)height); glVertex3f(-1.0f, 1.0f, 1.0f);
- glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f(-1.0f, 1.0f, -1.0f);
+ glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
+ glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glEnd();
xrot+=0.03f;
glBegin(GL_QUADS);
// Front Face
- glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
+ glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
- glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, 1.0f, 1.0f);
- glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f(-1.0f, 1.0f, 1.0f);
+ glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
+ glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
// Back Face
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
- glTexCoord2f(0.0f, (gfloat)height); glVertex3f(-1.0f, 1.0f, -1.0f);
- glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f( 1.0f, 1.0f, -1.0f);
- glTexCoord2f((gfloat)width, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
+ glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
+ glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
+ glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
// Top Face
- glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f(-1.0f, 1.0f, -1.0f);
- glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
+ glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
+ glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
- glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, 1.0f, -1.0f);
+ glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
// Bottom Face
- glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
+ glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
- glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, -1.0f, 1.0f);
- glTexCoord2f((gfloat)width,(gfloat)height); glVertex3f(-1.0f, -1.0f, 1.0f);
+ glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
+ glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
// Right face
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
- glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, 1.0f, -1.0f);
- glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f( 1.0f, 1.0f, 1.0f);
- glTexCoord2f((gfloat)width, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
+ glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
+ glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
+ glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
// Left Face
- glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
+ glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
- glTexCoord2f(0.0f, (gfloat)height); glVertex3f(-1.0f, 1.0f, 1.0f);
- glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f(-1.0f, 1.0f, -1.0f);
+ glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
+ glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glEnd();
xrot+=0.03f;
//cube
glBegin(GL_QUADS);
// Front Face
- glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
+ glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
- glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, 1.0f, 1.0f);
- glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f(-1.0f, 1.0f, 1.0f);
+ glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
+ glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
// Back Face
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
- glTexCoord2f(0.0f, (gfloat)height); glVertex3f(-1.0f, 1.0f, -1.0f);
- glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f( 1.0f, 1.0f, -1.0f);
- glTexCoord2f((gfloat)width, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
+ glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
+ glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
+ glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
// Top Face
- glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f(-1.0f, 1.0f, -1.0f);
- glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
+ glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
+ glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
- glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, 1.0f, -1.0f);
+ glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
// Bottom Face
- glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
+ glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
- glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, -1.0f, 1.0f);
- glTexCoord2f((gfloat)width,(gfloat)height); glVertex3f(-1.0f, -1.0f, 1.0f);
+ glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
+ glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
// Right face
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
- glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, 1.0f, -1.0f);
- glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f( 1.0f, 1.0f, 1.0f);
- glTexCoord2f((gfloat)width, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
+ glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
+ glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
+ glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
// Left Face
- glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
+ glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
- glTexCoord2f(0.0f, (gfloat)height); glVertex3f(-1.0f, 1.0f, 1.0f);
- glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f(-1.0f, 1.0f, -1.0f);
+ glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
+ glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glEnd();
xrot+=0.3f;
yrot+=0.2f;
zrot+=0.4f;
- //return TRUE causes a postRedisplay
- return FALSE;
+ //return TRUE because we dealt with the texture
+ return TRUE;
}