+ // draw six faces of a cube of size 1 centered at (0, 0, 0)
+ glBindTexture(GL_TEXTURE_2D, m_textures[0]);
+ glBegin(GL_QUADS);
+ glNormal3f( 0.0f, 0.0f, 1.0f);
+ glTexCoord2f(0, 0); glVertex3f( 0.5f, 0.5f, 0.5f);
+ glTexCoord2f(1, 0); glVertex3f(-0.5f, 0.5f, 0.5f);
+ glTexCoord2f(1, 1); glVertex3f(-0.5f,-0.5f, 0.5f);
+ glTexCoord2f(0, 1); glVertex3f( 0.5f,-0.5f, 0.5f);
+ glEnd();
+
+ glBindTexture(GL_TEXTURE_2D, m_textures[1]);
+ glBegin(GL_QUADS);
+ glNormal3f( 0.0f, 0.0f,-1.0f);
+ glTexCoord2f(0, 0); glVertex3f(-0.5f,-0.5f,-0.5f);
+ glTexCoord2f(1, 0); glVertex3f(-0.5f, 0.5f,-0.5f);
+ glTexCoord2f(1, 1); glVertex3f( 0.5f, 0.5f,-0.5f);
+ glTexCoord2f(0, 1); glVertex3f( 0.5f,-0.5f,-0.5f);
+ glEnd();
+
+ glBindTexture(GL_TEXTURE_2D, m_textures[2]);
+ glBegin(GL_QUADS);
+ glNormal3f( 0.0f, 1.0f, 0.0f);
+ glTexCoord2f(0, 0); glVertex3f( 0.5f, 0.5f, 0.5f);
+ glTexCoord2f(1, 0); glVertex3f( 0.5f, 0.5f,-0.5f);
+ glTexCoord2f(1, 1); glVertex3f(-0.5f, 0.5f,-0.5f);
+ glTexCoord2f(0, 1); glVertex3f(-0.5f, 0.5f, 0.5f);
+ glEnd();
+
+ glBindTexture(GL_TEXTURE_2D, m_textures[3]);
+ glBegin(GL_QUADS);
+ glNormal3f( 0.0f,-1.0f, 0.0f);
+ glTexCoord2f(0, 0); glVertex3f(-0.5f,-0.5f,-0.5f);
+ glTexCoord2f(1, 0); glVertex3f( 0.5f,-0.5f,-0.5f);
+ glTexCoord2f(1, 1); glVertex3f( 0.5f,-0.5f, 0.5f);
+ glTexCoord2f(0, 1); glVertex3f(-0.5f,-0.5f, 0.5f);
+ glEnd();
+
+ glBindTexture(GL_TEXTURE_2D, m_textures[4]);
+ glBegin(GL_QUADS);
+ glNormal3f( 1.0f, 0.0f, 0.0f);
+ glTexCoord2f(0, 0); glVertex3f( 0.5f, 0.5f, 0.5f);
+ glTexCoord2f(1, 0); glVertex3f( 0.5f,-0.5f, 0.5f);
+ glTexCoord2f(1, 1); glVertex3f( 0.5f,-0.5f,-0.5f);
+ glTexCoord2f(0, 1); glVertex3f( 0.5f, 0.5f,-0.5f);
+ glEnd();
+
+ glBindTexture(GL_TEXTURE_2D, m_textures[5]);
+ glBegin(GL_QUADS);
+ glNormal3f(-1.0f, 0.0f, 0.0f);
+ glTexCoord2f(0, 0); glVertex3f(-0.5f,-0.5f,-0.5f);
+ glTexCoord2f(1, 0); glVertex3f(-0.5f,-0.5f, 0.5f);
+ glTexCoord2f(1, 1); glVertex3f(-0.5f, 0.5f, 0.5f);
+ glTexCoord2f(0, 1); glVertex3f(-0.5f, 0.5f,-0.5f);
+ glEnd();