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nick2price
12-02-2008, 10:48 AM
I have a program which creates a skybox and loads a model car and textures the car in my skybox. The skybox works fine, textured with all the correct textures. My car model loads in fine, but for some reason this isnt textured. This is the program which deals with the loading in and texturing

#include "stdafx.h"
#include <windows.h>
#include <stdio.h> //for file access
#include <GL/glut.h>
#include <gl\gl.h>
#include "skybox.h"
#include "glbmp.h"
#include "coursework2.h"
#include "3dsloader.h"
#include "texture.h"

obj_type object;

bool skybox::LoadTexture(unsigned int & aTexture, const char * bitmap_file)
{
glbmp_t bitmap; //object to fill with data from glbmp


if(!glbmp_LoadBitmap(bitmap_file, 0, &amp;bitmap))
{
fprintf(stderr, "Error loading bitmap file: %s\n", bitmap_file);
}

//generate and bind the OpenGL texture
glGenTextures(1, &amp;aTexture);
glBindTexture(GL_TEXTURE_2D, aTexture);

//copy data from bitmap into texture
glTexImage2D(GL_TEXTURE_2D, 0, 3, bitmap.width, bitmap.height,
0, GL_RGB, GL_UNSIGNED_BYTE, bitmap.rgb_data);

//set up texture filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

//free the bitmap
glbmp_FreeBitmap(&amp;bitmap);

return true;
}



void skybox::Init() {

OFFSET = 1/512.0; //set offset value for skybox

LoadTexture(texture[0], "images/1.bmp");
LoadTexture(texture[1], "images/2.bmp");
LoadTexture(texture[2], "images/3.bmp");
LoadTexture(texture[3], "images/4.bmp");
LoadTexture(texture[4], "images/5.bmp");
LoadTexture(texture[5], "images/6.bmp");

}

void skybox::Init2(){

glClearColor(0.0, 0.0, 0.0, 0.0); // This clear the background color to black
glShadeModel(GL_SMOOTH); // Type of shading for the polygons

// Viewport transformation
glViewport(0,0,800,600);

// Projection transformation
glMatrixMode(GL_PROJECTION); // Specifies which matrix stack is the target for matrix operations


glEnable(GL_DEPTH_TEST); // enable the depth test (also called z buffer)
glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); // Polygon rasterization mode (polygon filled)

glEnable(GL_TEXTURE_2D); // This Enable the Texture mapping

Load3DS (&amp;object,"GTR.3ds");

object.id_texture=LoadBitmap("images/body.bmp");


}

void skybox::draw() {

glPushMatrix();

glColor3f(1.0f,1.0f,1.0f); //Set colour to White
glEnable(GL_TEXTURE_2D); //Enable texture mapping
glDisable (GL_DEPTH_TEST); //Disable depth testing

//before you can use a texture you have to bind it
glBindTexture(GL_TEXTURE_2D, texture[0 + text_offset]);

glBegin (GL_QUADS);

glNormal3d (0.0,0.0,1.0); glTexCoord2d (0.0 + OFFSET,0.0 + OFFSET); glVertex3d (-10.0,-10.0,10.0);
glNormal3d (0.0,0.0,1.0); glTexCoord2d (1.0 - OFFSET,0.0 + OFFSET); glVertex3d (-10.0,-10.0,-10.0);
glNormal3d (0.0,0.0,1.0); glTexCoord2d (1.0 - OFFSET,1.0 - OFFSET); glVertex3d (-10.0,10.0,-10.0);
glNormal3d (0.0,0.0,1.0); glTexCoord2d (0.0 + OFFSET,1.0 - OFFSET); glVertex3d (-10.0,10.0,10.0);

glEnd ();

glBindTexture(GL_TEXTURE_2D, texture[1 + text_offset]);
glBegin (GL_QUADS);

glNormal3d (0.0,0.0,1.0); glTexCoord2d (0.0 + OFFSET,0.0 + OFFSET); glVertex3d (-10.0,-10.0,-10.0);
glNormal3d (0.0,0.0,1.0); glTexCoord2d (1.0 - OFFSET,0.0 + OFFSET); glVertex3d (10.0,-10.0,-10.0);
glNormal3d (0.0,0.0,1.0); glTexCoord2d (1.0 - OFFSET,1.0 - OFFSET); glVertex3d (10.0,10.0,-10.0);
glNormal3d (0.0,0.0,1.0); glTexCoord2d (0.0 + OFFSET,1.0 - OFFSET); glVertex3d (-10.0,10.0,-10.0);
glEnd ();

glBindTexture(GL_TEXTURE_2D, texture[2 + text_offset]);
glBegin (GL_QUADS);

glNormal3d (0.0,0.0,1.0); glTexCoord2d (0.0 + OFFSET ,0.0 + OFFSET); glVertex3d (10.0,-10.0,-10.0);
glNormal3d (0.0,0.0,1.0); glTexCoord2d (1.0 - OFFSET ,0.0 + OFFSET); glVertex3d (10.0,-10.0,10.0);
glNormal3d (0.0,0.0,1.0); glTexCoord2d (1.0 - OFFSET ,1.0 - OFFSET); glVertex3d (10.0,10.0,10.0);
glNormal3d (0.0,0.0,10.0); glTexCoord2d (0.0 + OFFSET ,1.0 - OFFSET); glVertex3d (10.0,10.0,-10.0);

glEnd ();

glBindTexture(GL_TEXTURE_2D, texture[3 + text_offset]);
glBegin (GL_QUADS);

glNormal3d (0.0,0.0,1.0); glTexCoord2d (0.0 + OFFSET ,0.0 + OFFSET); glVertex3d (10.0,-10.0,10.0);
glNormal3d (0.0,0.0,1.0); glTexCoord2d (1.0 - OFFSET ,0.0 + OFFSET); glVertex3d (-10.0,-10.0,10.0);
glNormal3d (0.0,0.0,1.0); glTexCoord2d (1.0 - OFFSET ,1.0 - OFFSET); glVertex3d (-10.0,10.0,10.0);
glNormal3d (0.0,0.0,1.0); glTexCoord2d (0.0 + OFFSET ,1.0 - OFFSET); glVertex3d (10.0,10.0,10.0);

glEnd ();

glBindTexture(GL_TEXTURE_2D, texture[4 + text_offset]);
glBegin (GL_QUADS);

glNormal3d (0.0,0.0,1.0); glTexCoord2d (0.0 + OFFSET ,0.0 + OFFSET); glVertex3d (-10.0,-10.0,10.0);
glNormal3d (0.0,0.0,1.0); glTexCoord2d (1.0 - OFFSET ,0.0 + OFFSET); glVertex3d (10.0,-10.0,10.0);
glNormal3d (0.0,0.0,1.0); glTexCoord2d (1.0 - OFFSET ,1.0 - OFFSET); glVertex3d (10.0,-10.0,-10.0);
glNormal3d (0.0,0.0,1.0); glTexCoord2d (0.0 + OFFSET ,1.0 - OFFSET); glVertex3d (-10.0,-10.0,-10.0);

glEnd ();

glBindTexture(GL_TEXTURE_2D, texture[5 + text_offset]);
glBegin (GL_QUADS);

glNormal3d (0.0,0.0,1.0); glTexCoord2d (0.0 + OFFSET ,0.0 + OFFSET); glVertex3d (-10.0,10.0,-10.0);
glNormal3d (0.0,0.0,1.0); glTexCoord2d (1.0 - OFFSET ,0.0 + OFFSET); glVertex3d (10.0,10.0,-10.0);
glNormal3d (0.0,0.0,1.0); glTexCoord2d (1.0 - OFFSET ,1.0 - OFFSET); glVertex3d (10.0,10.0,10.0);
glNormal3d (0.0,0.0,1.0); glTexCoord2d (0.0 + OFFSET ,1.0 - OFFSET); glVertex3d (-10.0,10.0,10.0);

glEnd ();

//Re-Enable the depth test
glEnable(GL_DEPTH_TEST);
//disable texture mapping
glDisable(GL_TEXTURE_2D);
glPopMatrix();


}

void skybox::draw_car(){

int l_index;

glMatrixMode(GL_MODELVIEW); // Modeling transformation

glBindTexture(GL_TEXTURE_2D, object.id_texture); // set the active texture

glBegin(GL_TRIANGLES);
for (l_index=0;l_index<object.polygons_qty;l_index++)
{
//----------------- FIRST VERTEX -----------------
// Texture coordinates of the first vertex
glTexCoord2f( object.mapcoord[ object.polygon[l_index].a ].u,
object.mapcoord[ object.polygon[l_index].a ].v);
// Coordinates of the first vertex
glVertex3f( object.vertex[ object.polygon[l_index].a ].x,
object.vertex[ object.polygon[l_index].a ].y,
object.vertex[ object.polygon[l_index].a ].z); //Vertex definition

//----------------- SECOND VERTEX -----------------
// Texture coordinates of the second vertex
glTexCoord2f( object.mapcoord[ object.polygon[l_index].b ].u,
object.mapcoord[ object.polygon[l_index].b ].v);
// Coordinates of the second vertex
glVertex3f( object.vertex[ object.polygon[l_index].b ].x,
object.vertex[ object.polygon[l_index].b ].y,
object.vertex[ object.polygon[l_index].b ].z);

//----------------- THIRD VERTEX -----------------
// Texture coordinates of the third vertex
glTexCoord2f( object.mapcoord[ object.polygon[l_index].c ].u,
object.mapcoord[ object.polygon[l_index].c ].v);
// Coordinates of the Third vertex
glVertex3f( object.vertex[ object.polygon[l_index].c ].x,
object.vertex[ object.polygon[l_index].c ].y,
object.vertex[ object.polygon[l_index].c ].z);
}
glEnd();

}

I have run GLIntercept but i am not too sure what it means. This is the GLILog

GL Intercept Log. Version : 0.5 Compile Date: Dec 3 2005 Run on: Tue Dec 02 17:41:32 2008

================================================== =
The GLSL logger needs OpenGL 2.0 or better to run
GLDriver - Shutdown - Current OpenGL context 0x10000?
GLDriver - Shutdown - Outstanding OpenGL context 0x10000 ?
ImageManager::Destructor - OpenGL id 1 is still active. (Image Memory leak?)
ImageManager::Destructor - OpenGL id 2 is still active. (Image Memory leak?)
ImageManager::Destructor - OpenGL id 3 is still active. (Image Memory leak?)
ImageManager::Destructor - OpenGL id 4 is still active. (Image Memory leak?)
ImageManager::Destructor - OpenGL id 5 is still active. (Image Memory leak?)
ImageManager::Destructor - OpenGL id 6 is still active. (Image Memory leak?)
================================================== =
Log End.


And this is the gliInterceptog
[CODE]================================================== =============================
GLIntercept version 0.5 Log generated on: Tue Dec 02 17:41:33 2008

================================================== =============================

wglChoosePixelFormat(0x201231c,0x2bf7cc)=4
wglDescribePixelFormat(0x201231c,4,40,0x2b92ee8)=4 2
wglChoosePixelFormat(0x201231c,0x2b92ee8)=4
wglSetPixelFormat(0x201231c,4,0x2b92ee8)
----->wglGetPixelFormat(0x201231c)=4 =true
wglCreateContext(0x201231c)
----->wglGetPixelFormat(0x201231c)=4
----->wglDescribePixelFormat(0x201231c,4,40,0x2bf770)=42 =0x10000
wglGetCurrentContext()=0x0000
wglGetCurrentDC()=0x0000
wglMakeCurrent(0x201231c,0x10000)
----->wglGetPixelFormat(0x201231c)=4 =true
glEnable(GL_TEXTURE_2D)
glShadeModel(GL_SMOOTH)
glClearColor(0.000000,0.000000,0.000000,1.000000)
glClearDepth(1.000000)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LEQUAL)
glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST)
glFrontFace(GL_CCW)
glCullFace(GL_BACK)
glEnable(GL_CULL_FACE)
glGenTextures(1,0x86c188)
glBindTexture(GL_TEXTURE_2D,1)
glTexImage2D(GL_TEXTURE_2D,0,0x0003,512,512,0,GL_R GB,GL_UNSIGNED_BYTE,0x1d30040)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTE R,GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTE R,GL_LINEAR)
glGenTextures(1,0x86c18c)
glBindTexture(GL_TEXTURE_2D,2)
glTexImage2D(GL_TEXTURE_2D,0,0x0003,512,512,0,GL_R GB,GL_UNSIGNED_BYTE,0x1d30040)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTE R,GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTE R,GL_LINEAR)
glGenTextures(1,0x86c190)
glBindTexture(GL_TEXTURE_2D,3)
glTexImage2D(GL_TEXTURE_2D,0,0x0003,512,512,0,GL_R GB,GL_UNSIGNED_BYTE,0x1d30040)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTE R,GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTE R,GL_LINEAR)
glGenTextures(1,0x86c194)
glBindTexture(GL_TEXTURE_2D,4)
glTexImage2D(GL_TEXTURE_2D,0,0x0003,512,512,0,GL_R GB,GL_UNSIGNED_BYTE,0x1d30040)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTE R,GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTE R,GL_LINEAR)
glGenTextures(1,0x86c198)
glBindTexture(GL_TEXTURE_2D,5)
glTexImage2D(GL_TEXTURE_2D,0,0x0003,512,512,0,GL_R GB,GL_UNSIGNED_BYTE,0x1d30040)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTE R,GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTE R,GL_LINEAR)
glGenTextures(1,0x86c19c)
glBindTexture(GL_TEXTURE_2D,6)
glTexImage2D(GL_TEXTURE_2D,0,0x0003,512,512,0,GL_R GB,GL_UNSIGNED_BYTE,0x1d30040)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTE R,GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTE R,GL_LINEAR)
glClearColor(0.000000,0.000000,0.000000,0.000000)
glShadeModel(GL_SMOOTH)
glViewport(0,0,800,600)
glMatrixMode(GL_PROJECTION)
glEnable(GL_DEPTH_TEST)
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL)
glEnable(GL_TEXTURE_2D)
glBindTexture(GL_TEXTURE_2D,0)
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,10 497.000000)
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,10 497.000000)
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTE R,9729.000000)
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTE R,9985.000000)
glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,7681. 000000)
glTexImage2D(GL_TEXTURE_2D,0,0x0004,632,784,0,GL_R GBA,GL_UNSIGNED_BYTE,0x5880040)
glGetError()=GL_NO_ERROR
glGetIntegerv(GL_UNPACK_ALIGNMENT,0x2bf704)
glGetError()=GL_NO_ERROR
glGetIntegerv(GL_UNPACK_ROW_LENGTH,0x2bf708)
glGetError()=GL_NO_ERROR
glGetIntegerv(GL_UNPACK_SKIP_ROWS,0x2bf70c)
glGetError()=GL_NO_ERROR
glGetIntegerv(GL_UNPACK_SKIP_PIXELS,0x2bf710)
glGetError()=GL_NO_ERROR
glGetIntegerv(GL_UNPACK_LSB_FIRST,0x2bf714)
glGetError()=GL_NO_ERROR
glGetIntegerv(GL_UNPACK_SWAP_BYTES,0x2bf718)
glGetError()=GL_NO_ERROR
glGetIntegerv(GL_PACK_ALIGNMENT,0x2bf6ec)
glGetError()=GL_NO_ERROR
glGetIntegerv(GL_PACK_ROW_LENGTH,0x2bf6f0)
glGetError()=GL_NO_ERROR
glGetIntegerv(GL_PACK_SKIP_ROWS,0x2bf6f4)
glGetError()=GL_NO_ERROR
glGetIntegerv(GL_PACK_SKIP_PIXELS,0x2bf6f8)
glGetError()=GL_NO_ERROR
glGetIntegerv(GL_PACK_LSB_FIRST,0x2bf6fc)
glGetError()=GL_NO_ERROR
glGetIntegerv(GL_PACK_SWAP_BYTES,0x2bf700)
glGetError()=GL_NO_ERROR
glGetIntegerv(GL_MAX_TEXTURE_SIZE,0x2bf71c)
glGetError()=GL_NO_ERROR
glGetError()=GL_NO_ERROR
glPixelStorei(GL_UNPACK_ALIGNMENT,2)
glGetError()=GL_NO_ERROR
glPixelStorei(GL_UNPACK_SKIP_ROWS,0)
glGetError()=GL_NO_ERROR
glPixelStorei(GL_UNPACK_SKIP_PIXELS,0)
glGetError()=GL_NO_ERROR
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glGetError()=GL_NO_ERROR
glPixelStorei(GL_UNPACK_SWAP_BYTES,0)
glGetError()=GL_NO_ERROR
glTexImage2D(GL_TEXTURE_2D,0,0x0004,512,1024,0,GL_ RGBA,GL_UNSIGNED_SHORT,0x6420020)
glTexImage2D(GL_TEXTURE_2D,1,0x0004,256,512,0,GL_R GBA,GL_UNSIGNED_SHORT,0x6050020)
glTexImage2D(GL_TEXTURE_2D,2,0x0004,128,256,0,GL_R GBA,GL_UNSIGNED_SHORT,0x6420020)
glTexImage2D(GL_TEXTURE_2D,3,0x0004,64,128,0,GL_RG BA,GL_UNSIGNED_SHORT,0x6050020)
glTexImage2D(GL_TEXTURE_2D,4,0x0004,32,64,0,GL_RGB A,GL_UNSIGNED_SHORT,0x6420020)
glTexImage2D(GL_TEXTURE_2D,5,0x0004,16,32,0,GL_RGB A,GL_UNSIGNED_SHORT,0x6050020)
glTexImage2D(GL_TEXTURE_2D,6,0x0004,8,16,0,GL_RGBA ,GL_UNSIGNED_SHORT,0x6420020)
glTexImage2D(GL_TEXTURE_2D,7,0x0004,4,8,0,GL_RGBA, GL_UNSIGNED_SHORT,0x6050020)
glTexImage2D(GL_TEXTURE_2D,8,0x0004,2,4,0,GL_RGBA, GL_UNSIGNED_SHORT,0x6420020)
glTexImage2D(GL_TEXTURE_2D,9,0x0004,1,2,0,GL_RGBA, GL_UNSIGNED_SHORT,0x6050020)
glTexImage2D(GL_TEXTURE_2D,10,0x0004,1,1,0,GL_RGBA ,GL_UNSIGNED_SHORT,0x6420020)
glPixelStorei(GL_UNPACK_ALIGNMENT,4)
glPixelStorei(GL_UNPACK_SKIP_ROWS,0)
glPixelStorei(GL_UNPACK_SKIP_PIXELS,0)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glPixelStorei(GL_UNPACK_SWAP_BYTES,0)
wglGetCurrentContext()=0x10000
wglGetCurrentDC()=0x201231c
glViewport(0,0,800,600)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
glMultMatrixd([1.810660,0.000000,0.000000,0.000000,0.000000,2.414 214,0.000000,0.000000,0.000000,0.000000,-1.002002,-1.000000,0.000000,0.000000,-0.200200,0.000000])
glMatrixMode(GL_MODELVIEW)
wglGetCurrentContext()=0x10000
wglGetCurrentDC()=0x201231c
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT)
glLoadIdentity()
glTranslatef(0.000000,0.000000,-10.000000)
glRotatef(0.100000,1.000000,0.000000,0.000000)
glRotatef(0.050000,0.000000,1.000000,0.000000)
glRotatef(0.030000,0.000000,0.000000,1.000000)
glPushMatrix()
glColor3f(1.000000,1.000000,1.000000)
glEnable(GL_TEXTURE_2D)
glDisable(GL_DEPTH_TEST)
glBindTexture(GL_TEXTURE_2D,1)
glBegin(GL_QUADS) Textures[ (0,1) ]
glNormal3d(0.000000,0.000000,1.000000)
glTexCoord2d(0.001953,0.001953)
glVertex3d(-10.000000,-10.000000,10.000000)
glNormal3d(0.000000,0.000000,1.000000)
glTexCoord2d(0.998047,0.001953)
glVertex3d(-10.000000,-10.000000,-10.000000)
glNormal3d(0.000000,0.000000,1.000000)
glTexCoord2d(0.998047,0.998047)
glVertex3d(-10.000000,10.000000,-10.000000)
glNormal3d(0.000000,0.000000,1.000000)
glTexCoord2d(0.001953,0.998047)
glVertex3d(-10.000000,10.000000,10.000000)
glEnd()
glBindTexture(GL_TEXTURE_2D,2)
glBegin(GL_QUADS) Textures[ (0,2) ]
glNormal3d(0.000000,0.000000,1.000000)
glTexCoord2d(0.001953,0.001953)
glVertex3d(-10.000000,-10.000000,-10.000000)
glNormal3d(0.000000,0.000000,1.000000)
glTexCoord2d(0.998047,0.001953)
glVertex3d(10.000000,-10.000000,-10.000000)
glNormal3d(0.000000,0.000000,1.000000)
glTexCoord2d(0.998047,0.998047)
glVertex3d(10.000000,10.000000,-10.000000)
glNormal3d(0.000000,0.000000,1.000000)
glTexCoord2d(0.001953,0.998047)
glVertex3d(-10.000000,10.000000,-10.000000)
glEnd()
glBindTexture(GL_TEXTURE_2D,3)
glBegin(GL_QUADS) Textures[ (0,3) ]
glNormal3d(0.000000,0.000000,1.000000)
glTexCoord2d(0.001953,0.001953)
glVertex3d(10.000000,-10.000000,-10.000000)
glNormal3d(0.000000,0.000000,1.000000)
glTexCoord2d(0.998047,0.001953)
glVertex3d(10.000000,-10.000000,10.000000)
glNormal3d(0.000000,0.000000,1.000000)
glTexCoord2d(0.998047,0.998047)
glVertex3d(10.000000,10.000000,10.000000)
glNormal3d(0.000000,0.000000,10.000000)
glTexCoord2d(0.001953,0.998047)
glVertex3d(10.000000,10.000000,-10.000000)
glEnd()
glBindTexture(GL_TEXTURE_2D,4)
glBegin(GL_QUADS) Textures[ (0,4) ]
glNormal3d(0.000000,0.000000,1.000000)
glTexCoord2d(0.001953,0.001953)
glVertex3d(10.000000,-10.000000,10.000000)
glNormal3d(0.000000,0.000000,1.000000)
glTexCoord2d(0.998047,0.001953)
glVertex3d(-10.000000,-10.000000,10.000000)
glNormal3d(0.000000,0.000000,1.000000)
glTexCoord2d(0.998047,0.998047)
glVertex3d(-10.000000,10.000000,10.000000)
glNormal3d(0.000000,0.000000,1.000000)
glTexCoord2d(0.001953,0.998047)
glVertex3d(10.000000,10.000000,10.000000)
glEnd()
glBindTexture(GL_TEXTURE_2D,5)
glBegin(GL_QUADS) Textures[ (0,5) ]
glNormal3d(0.000000,0.000000,1.000000)
glTexCoord2d(0.001953,0.001953)
glVertex3d(-10.000000,-10.000000,10.000000)
glNormal3d(0.000000,0.000000,1.000000)
glTexCoord2d(0.998047,0.001953)
glVertex3d(10.000000,-10.000000,10.000000)
glNormal3d(0.000000,0.000000,1.000000)
glTexCoord2d(0.998047,0.998047)
glVertex3d(10.000000,-10.000000,-10.000000)
glNormal3d(0.000000,0.000000,1.000000)
glTexCoord2d(0.001953,0.998047)
glVertex3d(-10.000000,-10.000000,-10.000000)
glEnd()
glBindTexture(GL_TEXTURE_2D,6)
glBegin(GL_QUADS) Textures[ (0,6) ]
glNormal3d(0.000000,0.000000,1.000000)
glTexCoord2d(0.001953,0.001953)
glVertex3d(-10.000000,10.000000,-10.000000)
glNormal3d(0.000000,0.000000,1.000000)
glTexCoord2d(0.998047,0.001953)
glVertex3d(10.000000,10.000000,-10.000000)
glNormal3d(0.000000,0.000000,1.000000)
glTexCoord2d(0.998047,0.998047)
glVertex3d(10.000000,10.000000,10.000000)
glNormal3d(0.000000,0.000000,1.000000)
glTexCoord2d(0.001953,0.998047)
glVertex3d(-10.000000,10.000000,10.000000)
glEnd()
glEnable(GL_DEPTH_TEST)
glDisable(GL_TEXTURE_2D)
glPopMatrix()
glPushMatrix()
glScalef(0.100000,0.100000,0.100000)
glTranslatef(0.000000,0.000000,-300.000000)
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