Using Lighting with Textures..

Hi to all,

I have a problem with using lighting with textures.
I want to use lighting with textures but i really confused about this, I finished my model and tried to use some lighting sources but it doesn’t worked,
Any suggestions about this ?

If I should send the other files like textures or other classes please let me know…

You can see my code below:

Thanks.

/**********************************************************************
ESC: exit

CAMERA movement:
w : forwards
s : backwards
a : turn left
d : turn right
x : turn up
y : turn down
v : strafe right
c : strafe left
r : move up
f : move down
b : switch between BfC and drawing the frontfaces wired
***********************************************************************/

#include <GL\glut.h>
#include <GL\glaux.h>		//Used for loading the textures

#include "camera.h"
#include "textures.h"

CCamera Camera;

GLfloat YRotated = 0.0;

COGLTexture Tex1, Tex2, Tex3, Tex4, Tex5, Tex6, Tex7, Tex8, Tex9, Tex10, Tex11;



void InitTextures(void)
{
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
	
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);

	Tex1.LoadFromFile("a.bmp");
	Tex2.LoadFromFile("e.bmp");
	Tex3.LoadFromFile("d.bmp");
	Tex4.LoadFromFile("c.bmp");
	Tex5.LoadFromFile("c.bmp");
	Tex6.LoadFromFile("duvar.bmp");
	Tex7.LoadFromFile("zemin.bmp");
    Tex8.LoadFromFile("kapi1.bmp");
	Tex9.LoadFromFile("kapi2.bmp");
	Tex10.LoadFromFile("tavan.bmp");
	Tex11.LoadFromFile("camli.bmp");

	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);

}

void DrawCube(void)
{
	//Draws a cube with two shaded, two one-colored and two textured faces
		
	//glEnable(GL_CULL_FACE);


	  glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  //glEnable(GL_BLEND);
  //glColor4f(0.0,0.0,1.0,0.1);
		//    glBegin(GL_QUADS);
		//    //sol duvar:
		//    
		//	//glTexCoord2f(0.0,0.0);
		//	glVertex3f(0.0,2.0,0.0);
		//	//glTexCoord2f(0.0,1.0);
		//	glVertex3f(0.0,2.0,-50.0);
		//	//glTexCoord2f(1.0,1.0);
		//	glVertex3f(8.24,2.0,-50.0);
		//	//glTexCoord2f(1.0,0.0);
		//	glVertex3f(8.24,2.0,0.0);
		//glEnd();



		    // 0  zemin
			glEnable(GL_TEXTURE_2D);
			
		    Tex7.SetActive();
		    //Tex3.SetActive();
		    glBegin(GL_QUADS);
		    //sol duvar:
		    glColor3f(1.0f,0.0f,0.0f); // Red
			glTexCoord2f(0.0,0.0);
			glVertex3f(0.0,0.0,0.0);
			glTexCoord2f(0.0,1.0);
			glVertex3f(0.0,0.0,-50.0);
			glTexCoord2f(1.0,1.0);
			glVertex3f(18.24,0.0,-50.0);
			glTexCoord2f(1.0,0.0);
			glVertex3f(18.24,0.0,0.0);
		glEnd();
			//Tex3.SetActive();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(1.0f,0.0f,0.0f); // Red
			glTexCoord2f(0.0,0.0);
			glVertex3f(0.0,0.0,0.0);
			glTexCoord2f(0.0,1.0);
			glVertex3f(18.24,0.0,0.0);
			glTexCoord2f(1.0,1.0);
			glVertex3f(18.24,0.0,-50.0);
			glTexCoord2f(1.0,0.0);
			glVertex3f(0.0,0.0,-50.0);
		glEnd();
		glDisable(GL_TEXTURE_2D);

		// 0 tavan
			glEnable(GL_TEXTURE_2D);
		Tex10.SetActive();
		//Tex3.SetActive();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(1.0f,0.0f,0.0f); // Red
			glTexCoord2f(0.0,0.0);
			glVertex3f(0.0,3.51,0.0);
			glTexCoord2f(0.0,1.0);
			glVertex3f(0.0,3.51,-36.02);
			glTexCoord2f(1.0,1.0);
			glVertex3f(18.24,3.51,-36.02);
			glTexCoord2f(1.0,0.0);
			glVertex3f(18.24,3.51,0.0);
		glEnd();
			//Tex3.SetActive();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(1.0f,0.0f,0.0f); // Red
			glTexCoord2f(0.0,0.0);
			glVertex3f(0.0,3.51,0.0);
			glTexCoord2f(0.0,1.0);
			glVertex3f(18.24,3.51,0.0);
			glTexCoord2f(1.0,1.0);
			glVertex3f(18.24,3.51,-36.02);
			glTexCoord2f(1.0,0.0);
			glVertex3f(0.0,3.51,-36.02);
		glEnd();
		glDisable(GL_TEXTURE_2D);

	    // 1
			glEnable(GL_TEXTURE_2D);
		Tex6.SetActive();
		//Tex3.SetActive();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(1.0f,0.0f,0.0f); // Red
			glTexCoord2f(0.0,0.0);
			glVertex3f(6.30,0.0,0.0);
			glTexCoord2f(0.0,1.0);
			glVertex3f(6.30,1.0,0.0);
			glTexCoord2f(1.0,1.0);
			glVertex3f(8.24,1.0,0.0);
			glTexCoord2f(1.0,0.0);
			glVertex3f(8.24,0.0,0.0);

		glEnd();

			//Tex3.SetActive();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(1.0f,0.0f,0.0f); // Red
			glTexCoord2f(0.0,0.0);
			glVertex3f(6.30,0.0,0.0);
			glTexCoord2f(0.0,1.0);
			glVertex3f(8.24,0.0,0.0);
			glTexCoord2f(1.0,1.0);
			glVertex3f(8.24,1.0,0.0);
			glTexCoord2f(1.0,0.0);
			glVertex3f(6.30,1.0,0.0);
		glEnd();
		glDisable(GL_TEXTURE_2D);

        // 2
				glEnable(GL_TEXTURE_2D);
		Tex6.SetActive();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.0f,1.0f,0.0f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(6.30,0.0,0.0);
			glTexCoord2f(0.0,1.0);
			glVertex3f(6.30,1.0,0.0);
			glTexCoord2f(1.0,1.0);
			glVertex3f(6.30,1.0,-2.58);
			glTexCoord2f(1.0,0.0);
			glVertex3f(6.30,0.0,-2.58);

		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.0f,1.0f,0.0f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(6.30,0.0,0.0);
			glTexCoord2f(0.0,1.0);
			glVertex3f(6.30,0.0,-2.58);
			glTexCoord2f(1.0,1.0);
			glVertex3f(6.30,1.0,-2.58);
			glTexCoord2f(1.0,0.0);
			glVertex3f(6.30,1.0,0.0);
		glEnd();
		glDisable(GL_TEXTURE_2D);

		// 3
				glEnable(GL_TEXTURE_2D);
		Tex6.SetActive();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.0f,0.0f,1.0f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(6.30,0.0,-2.58);
			glTexCoord2f(0.0,1.0);
			glVertex3f(6.30,1.0,-2.58);
			glTexCoord2f(1.0,1.0);
			glVertex3f(0.0,1.0,-2.58);
			glTexCoord2f(1.0,0.0);
			glVertex3f(0.0,0.0,-2.58);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.0f,0.0f,1.0f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(6.30,0.0,-2.58);
			glTexCoord2f(0.0,1.0);
			glVertex3f(0.0,0.0,-2.58);
			glTexCoord2f(1.0,1.0);
			glVertex3f(0.0,1.0,-2.58);
			glTexCoord2f(1.0,0.0);
			glVertex3f(6.30,1.0,-2.58);
		glEnd();
		glDisable(GL_TEXTURE_2D);
		
		// 4
				glEnable(GL_TEXTURE_2D);
		Tex6.SetActive();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(1.0f,0.0f,0.0f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(0.0,0.0,-2.58);
			glTexCoord2f(0.0,1.0);
			glVertex3f(0.0,3.51,-2.58);
			glTexCoord2f(1.0,1.0);
			glVertex3f(0.0,3.51,-6.46);
			glTexCoord2f(1.0,0.0);
			glVertex3f(0.0,0.0,-6.46);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(1.0f,0.0f,0.0f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(0.0,0.0,-2.58);
			glTexCoord2f(0.0,1.0);
			glVertex3f(0.0,0.0,-6.46);
			glTexCoord2f(1.0,1.0);
			glVertex3f(0.0,3.51,-6.46);
			glTexCoord2f(1.0,0.0);
			glVertex3f(0.0,3.51,-2.58);
		glEnd();
		glDisable(GL_TEXTURE_2D);


		// 5
				glEnable(GL_TEXTURE_2D);
		Tex6.SetActive();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.0f,1.0f,0.0f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(0.0,0.0,-6.46);
			glTexCoord2f(0.0,1.0);
			glVertex3f(0.0,3.51,-6.46);
			glTexCoord2f(1.0,1.0);
			glVertex3f(4.30,3.51,-6.46);
			glTexCoord2f(1.0,0.0);
			glVertex3f(4.30,0.0,-6.46);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.0f,1.0f,0.0f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(0.0,0.0,-6.46);
			glTexCoord2f(0.0,1.0);
			glVertex3f(4.30,0.0,-6.46);
			glTexCoord2f(1.0,1.0);
			glVertex3f(4.30,3.51,-6.46);
			glTexCoord2f(1.0,0.0);
			glVertex3f(0.0,3.51,-6.46);
		glEnd();
		glDisable(GL_TEXTURE_2D);


				// 6
				glEnable(GL_TEXTURE_2D);
		Tex6.SetActive();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.807f,0.80f,0.341f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(4.30,0.0,-6.46);
			glTexCoord2f(0.0,1.0);
			glVertex3f(4.30,3.51,-6.46);
			glTexCoord2f(1.0,1.0);
			glVertex3f(4.30,3.51,-8.52);
			glTexCoord2f(1.0,0.0);
			glVertex3f(4.30,0.0,-8.52);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.807f,0.80f,0.341f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(4.30,0.0,-6.46);
			glTexCoord2f(0.0,1.0);
			glVertex3f(4.30,0.0,-8.52);
			glTexCoord2f(1.0,1.0);
			glVertex3f(4.30,3.51,-8.52);
			glTexCoord2f(1.0,0.0);
			glVertex3f(4.30,3.51,-6.46);
		glEnd();
		glDisable(GL_TEXTURE_2D);
		


		// 7
		glEnable(GL_TEXTURE_2D);
		Tex6.SetActive();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(8.24,0.0,0.0);
			glTexCoord2f(0.0,1.0);
			glVertex3f(8.24,3.51,0.0);
			glTexCoord2f(1.0,1.0);
			glVertex3f(8.24,3.51,-8.52);
			glTexCoord2f(1.0,0.0);
			glVertex3f(8.24,0.0,-8.52);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(8.24,0.0,0.0);
			glTexCoord2f(0.0,1.0);
			glVertex3f(8.24,0.0,-8.52);
			glTexCoord2f(1.0,1.0);
			glVertex3f(8.24,3.51,-8.52);
			glTexCoord2f(1.0,0.0);
			glVertex3f(8.24,3.51,0.0);
		glEnd();
		glDisable(GL_TEXTURE_2D);



		// 8 sanayi i&#351;lem lab&#305; kap&#305;s&#305;
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.90f,0.42f,0.15f);
			glVertex3f(8.235,0.0,-6.21);
			glVertex3f(8.235,2.31,-6.21);
			glVertex3f(8.235,2.31,-8.12);
			glVertex3f(8.235,0.0,-8.12);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.90f,0.42f,0.15f); 
			glVertex3f(8.235,0.0,-6.21);
			glVertex3f(8.235,0.0,-8.12);
			glVertex3f(8.235,2.31,-8.12);
			glVertex3f(8.235,2.31,-6.21);
		glEnd();
	    // kap&#305;n&#305;n ic kismi buraya texture gelecek..
	    glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glVertex3f(8.23,0.01,-6.23);
			glVertex3f(8.23,2.29,-6.23);
			glVertex3f(8.23,2.29,-8.10);
			glVertex3f(8.23,0.01,-8.10);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glVertex3f(8.23,0.01,-6.23);
			glVertex3f(8.23,0.01,-8.10);
			glVertex3f(8.23,2.29,-8.10);
			glVertex3f(8.23,2.29,-6.23);
		glEnd();


		// 9
		glEnable(GL_TEXTURE_2D);
		Tex6.SetActive();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(4.30,0.0,-8.52);
			glTexCoord2f(0.0,1.0);
			glVertex3f(4.30,3.51,-8.52);
			glTexCoord2f(1.0,1.0);
			glVertex3f(4.30,3.51,-9.42);
			glTexCoord2f(1.0,0.0);
			glVertex3f(4.30,0.0,-9.42);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(4.30,0.0,-8.52);
			glTexCoord2f(0.0,1.0);
			glVertex3f(4.30,0.0,-9.42);
			glTexCoord2f(1.0,1.0);
			glVertex3f(4.30,3.51,-9.42);
			glTexCoord2f(1.0,0.0);
			glVertex3f(4.30,3.51,-8.52);
		glEnd();
		glDisable(GL_TEXTURE_2D);


		// 10
		glEnable(GL_TEXTURE_2D);
		Tex6.SetActive();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(4.30,0.0,-9.42);
			glTexCoord2f(0.0,1.0);
			glVertex3f(4.30,3.51,-9.42);
			glTexCoord2f(1.0,1.0);
			glVertex3f(4.09,3.51,-9.42);
			glTexCoord2f(1.0,0.0);
			glVertex3f(4.09,0.0,-9.42);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(4.30,0.0,-9.42);
			glTexCoord2f(0.0,1.0);
			glVertex3f(4.09,0.0,-9.42);
			glTexCoord2f(1.0,1.0);
			glVertex3f(4.09,3.51,-9.42);
			glTexCoord2f(1.0,0.0);
			glVertex3f(4.30,3.51,-9.42);
		glEnd();
		glDisable(GL_TEXTURE_2D);


        // 11
		glEnable(GL_TEXTURE_2D);
		Tex6.SetActive();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(4.30,0.0,-11.97);
			glTexCoord2f(0.0,1.0);
			glVertex3f(4.30,3.51,-11.97);
			glTexCoord2f(1.0,1.0);
			glVertex3f(4.09,3.51,-11.97);
			glTexCoord2f(1.0,0.0);
			glVertex3f(4.09,0.0,-11.97);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(4.30,0.0,-11.97);
			glTexCoord2f(0.0,1.0);
			glVertex3f(4.09,0.0,-11.97);
			glTexCoord2f(1.0,1.0);
			glVertex3f(4.09,3.51,-11.97);
			glTexCoord2f(1.0,0.0);
			glVertex3f(4.30,3.51,-11.97);
		glEnd();
		glDisable(GL_TEXTURE_2D);


		// 12
		glEnable(GL_TEXTURE_2D);
		Tex6.SetActive();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(4.30,0.0,-11.97);
			glTexCoord2f(0.0,1.0);
			glVertex3f(4.30,3.51,-11.97);
			glTexCoord2f(1.0,1.0);
			glVertex3f(4.30,3.51,-12.39);
			glTexCoord2f(1.0,0.0);
			glVertex3f(4.30,0.0,-12.39);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(4.30,0.0,-11.97);
			glTexCoord2f(0.0,1.0);
			glVertex3f(4.30,0.0,-12.39);
			glTexCoord2f(1.0,1.0);
			glVertex3f(4.30,3.51,-12.39);
			glTexCoord2f(1.0,0.0);
			glVertex3f(4.30,3.51,-11.97);
		glEnd();
		glDisable(GL_TEXTURE_2D);


		// 13
		glEnable(GL_TEXTURE_2D);
		Tex6.SetActive();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(4.30,0.0,-12.39);
			glTexCoord2f(0.0,1.0);
			glVertex3f(4.30,3.51,-12.39);
			glTexCoord2f(1.0,1.0);
			glVertex3f(4.09,3.51,-12.39);
			glTexCoord2f(1.0,0.0);
			glVertex3f(4.09,0.0,-12.39);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(4.30,0.0,-12.39);
			glTexCoord2f(0.0,1.0);
			glVertex3f(4.09,0.0,-12.39);
			glTexCoord2f(1.0,1.0);
			glVertex3f(4.09,3.51,-12.39);
			glTexCoord2f(1.0,0.0);
			glVertex3f(4.30,3.51,-12.39);
		glEnd();
		glDisable(GL_TEXTURE_2D);


		// 14
		glEnable(GL_TEXTURE_2D);
		Tex6.SetActive();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(4.09,0.0,-15.03);
			glTexCoord2f(0.0,1.0);
			glVertex3f(4.09,3.51,-15.03);
			glTexCoord2f(1.0,1.0);
			glVertex3f(5.10,3.51,-15.03);
			glTexCoord2f(1.0,0.0);
			glVertex3f(5.10,0.0,-15.03);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(4.09,0.0,-15.03);
			glTexCoord2f(0.0,1.0);
			glVertex3f(5.10,0.0,-15.03);
			glTexCoord2f(1.0,1.0);
			glVertex3f(5.10,3.51,-15.03);
			glTexCoord2f(1.0,0.0);
			glVertex3f(4.09,3.51,-15.03);
		glEnd();
		glDisable(GL_TEXTURE_2D);


	    // 15
		glEnable(GL_TEXTURE_2D);
		Tex6.SetActive();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(8.24,0.0,-8.52);
			glTexCoord2f(0.0,1.0);
			glVertex3f(8.24,3.51,-8.52);
			glTexCoord2f(1.0,1.0);
			glVertex3f(8.24,3.51,-15.03);
			glTexCoord2f(1.0,0.0);
			glVertex3f(8.24,0.0,-15.03);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(8.24,0.0,-8.52);
			glTexCoord2f(0.0,1.0);
			glVertex3f(8.24,0.0,-15.03);
			glTexCoord2f(1.0,1.0);
			glVertex3f(8.24,3.51,-15.03);
			glTexCoord2f(1.0,0.0);
			glVertex3f(8.24,3.51,-8.52);
		glEnd();
		glDisable(GL_TEXTURE_2D);


		// 16 goruntu isleme lab&#305; kap&#305;s&#305;
				
		
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.90f,0.42f,0.15f);
			glVertex3f(8.235,0.0,-10.97);
			glVertex3f(8.235,2.31,-10.97);
			glVertex3f(8.235,2.31,-11.92);
			glVertex3f(8.235,0.0,-11.92);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.90f,0.42f,0.15f); 
			glVertex3f(8.235,0.0,-10.97);
			glVertex3f(8.235,0.0,-11.92);
			glVertex3f(8.235,2.31,-11.92);
			glVertex3f(8.235,2.31,-10.97);
		glEnd();
	    // kap&#305;n&#305;n ic kismi buraya texture gelecek..
		glEnable(GL_TEXTURE_2D);
		Tex8.SetActive();
	    glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(8.23,0.01,-10.99);
			glTexCoord2f(1.0,0.0);
			glVertex3f(8.23,2.29,-10.99);
			glTexCoord2f(1.0,1.0);
			glVertex3f(8.23,2.29,-11.90);
			glTexCoord2f(0.0,1.0);
			glVertex3f(8.23,0.01,-11.90);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f);
			glTexCoord2f(0.0,0.0);
			glVertex3f(8.23,0.01,-10.99);
			glTexCoord2f(1.0,0.0);
			glVertex3f(8.23,0.01,-11.90);
			glTexCoord2f(1.0,1.0);
			glVertex3f(8.23,2.29,-11.90);
			glTexCoord2f(0.0,1.0);
			glVertex3f(8.23,2.29,-10.99);
		glEnd();
		glDisable(GL_TEXTURE_2D);


		// 17
		glEnable(GL_TEXTURE_2D);
		Tex6.SetActive();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(5.10,0.0,-15.03);
			glTexCoord2f(0.0,1.0);
			glVertex3f(5.10,3.51,-15.03);
			glTexCoord2f(1.0,1.0);
			glVertex3f(5.10,3.51,-15.45);
			glTexCoord2f(1.0,0.0);
			glVertex3f(5.10,0.0,-15.45);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(5.10,0.0,-15.03);
			glTexCoord2f(0.0,1.0);
			glVertex3f(5.10,0.0,-15.45);
			glTexCoord2f(1.0,1.0);
			glVertex3f(5.10,3.51,-15.45);
			glTexCoord2f(1.0,0.0);
			glVertex3f(5.10,3.51,-15.03);
		glEnd();
		glDisable(GL_TEXTURE_2D);

		// 18
		//glEnable(GL_TEXTURE_2D);
		//Tex6.SetActive();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.90f,0.42f,0.15f);
		//	glTexCoord2f(0.0,0.0);
			glVertex3f(5.10,0.0,-15.45);
		//	glTexCoord2f(0.0,1.0);
			glVertex3f(5.10,3.51,-15.45);
		//	glTexCoord2f(1.0,1.0);
			glVertex3f(4.85,3.51,-15.45);
		//	glTexCoord2f(1.0,0.0);
			glVertex3f(4.85,0.0,-15.45);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.90f,0.42f,0.15f);
		//	glTexCoord2f(0.0,0.0);
			glVertex3f(5.10,0.0,-15.45);
		//	glTexCoord2f(0.0,1.0);
			glVertex3f(4.85,0.0,-15.45);
		//	glTexCoord2f(1.0,1.0);
			glVertex3f(4.85,3.51,-15.45);
		//	glTexCoord2f(1.0,0.0);
			glVertex3f(5.10,3.51,-15.45);
		glEnd();
		//glDisable(GL_TEXTURE_2D);

		// 19
		glEnable(GL_TEXTURE_2D);
		Tex9.SetActive();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(4.85,0.0,-15.45);
			glTexCoord2f(0.0,1.0);
			glVertex3f(4.85,2.31,-15.45);
			glTexCoord2f(1.0,1.0);
			glVertex3f(4.85,2.31,-16.40);
			glTexCoord2f(1.0,0.0);
			glVertex3f(4.85,0.0,-16.40);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(4.85,0.0,-15.45);
			glTexCoord2f(0.0,1.0);
			glVertex3f(4.85,0.0,-16.40);
			glTexCoord2f(1.0,1.0);
			glVertex3f(4.85,2.31,-16.40);
			glTexCoord2f(1.0,0.0);
			glVertex3f(4.85,2.31,-15.45);
		glEnd();
		glDisable(GL_TEXTURE_2D);

		// 20
		//glEnable(GL_TEXTURE_2D);
		//Tex6.SetActive();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.90f,0.42f,0.15f);
		//	glTexCoord2f(0.0,0.0);
			glVertex3f(5.10,0.0,-16.40);
		//	glTexCoord2f(0.0,1.0);
			glVertex3f(5.10,3.51,-16.40);
		//	glTexCoord2f(1.0,1.0);
			glVertex3f(4.85,3.51,-16.40);
		//	glTexCoord2f(1.0,0.0);
			glVertex3f(4.85,0.0,-16.40);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.90f,0.42f,0.15f);
		//	glTexCoord2f(0.0,0.0);
			glVertex3f(5.10,0.0,-16.40);
		//	glTexCoord2f(0.0,1.0);
			glVertex3f(4.85,0.0,-16.40);
		//	glTexCoord2f(1.0,1.0);
			glVertex3f(4.85,3.51,-16.40);
		//	glTexCoord2f(1.0,0.0);
			glVertex3f(5.10,3.51,-16.40);
		glEnd();
		//glDisable(GL_TEXTURE_2D);


		// 21
		glEnable(GL_TEXTURE_2D);
		Tex6.SetActive();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(5.10,0.0,-16.40);
			glTexCoord2f(0.0,1.0);
			glVertex3f(5.10,3.51,-16.40);
			glTexCoord2f(1.0,1.0);
			glVertex3f(5.10,3.51,-22.60);
			glTexCoord2f(1.0,0.0);
			glVertex3f(5.10,0.0,-22.60);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(5.10,0.0,-16.40);
			glTexCoord2f(0.0,1.0);
			glVertex3f(5.10,0.0,-22.60);
			glTexCoord2f(1.0,1.0);
			glVertex3f(5.10,3.51,-22.60);
			glTexCoord2f(1.0,0.0);
			glVertex3f(5.10,3.51,-16.40);
		glEnd();
		glDisable(GL_TEXTURE_2D);

		// 22
		//glEnable(GL_TEXTURE_2D);
		//Tex6.SetActive();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.90f,0.42f,0.15f);
		//	glTexCoord2f(0.0,0.0);
			glVertex3f(5.10,0.0,-22.60);
		//	glTexCoord2f(0.0,1.0);
			glVertex3f(5.10,3.51,-22.60);
		//	glTexCoord2f(1.0,1.0);
			glVertex3f(4.85,3.51,-22.60);
		//	glTexCoord2f(1.0,0.0);
			glVertex3f(4.85,0.0,-22.60);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.90f,0.42f,0.15f);
		//	glTexCoord2f(0.0,0.0);
			glVertex3f(5.10,0.0,-22.60);
		//	glTexCoord2f(0.0,1.0);
			glVertex3f(4.85,0.0,-22.60);
		//	glTexCoord2f(1.0,1.0);
			glVertex3f(4.85,3.51,-22.60);
		//	glTexCoord2f(1.0,0.0);
			glVertex3f(5.10,3.51,-22.60);
		glEnd();
		//glDisable(GL_TEXTURE_2D);

		// 23
		glEnable(GL_TEXTURE_2D);
		Tex9.SetActive();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(4.85,0.0,-22.60);
			glTexCoord2f(0.0,1.0);
			glVertex3f(4.85,2.31,-22.60);
			glTexCoord2f(1.0,1.0);
			glVertex3f(4.85,2.31,-23.55);
			glTexCoord2f(1.0,0.0);
			glVertex3f(4.85,0.0,-23.55);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(4.85,0.0,-22.60);
			glTexCoord2f(0.0,1.0);
			glVertex3f(4.85,0.0,-23.55);
			glTexCoord2f(1.0,1.0);
			glVertex3f(4.85,2.31,-23.55);
			glTexCoord2f(1.0,0.0);
			glVertex3f(4.85,2.31,-22.60);
		glEnd();
		glDisable(GL_TEXTURE_2D);

		// 24
		//glEnable(GL_TEXTURE_2D);
		//Tex6.SetActive();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.90f,0.42f,0.15f);
			//glTexCoord2f(0.0,0.0);
			glVertex3f(5.10,0.0,-23.55);
			//glTexCoord2f(0.0,1.0);
			glVertex3f(5.10,3.51,-23.55);
			//glTexCoord2f(1.0,1.0);
			glVertex3f(4.85,3.51,-23.55);
			//glTexCoord2f(1.0,0.0);
			glVertex3f(4.85,0.0,-23.55);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.90f,0.42f,0.15f);
			//glTexCoord2f(0.0,0.0);
			glVertex3f(5.10,0.0,-23.55);
			//glTexCoord2f(0.0,1.0);
			glVertex3f(4.85,0.0,-23.55);
			//glTexCoord2f(1.0,1.0);
			glVertex3f(4.85,3.51,-23.55);
			//glTexCoord2f(1.0,0.0);
			glVertex3f(5.10,3.51,-23.55);
		glEnd();
		//glDisable(GL_TEXTURE_2D);


		// 25
		glEnable(GL_TEXTURE_2D);
		Tex6.SetActive();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(5.10,0.0,-23.55);
			glTexCoord2f(0.0,1.0);
			glVertex3f(5.10,3.51,-23.55);
			glTexCoord2f(1.0,1.0);
			glVertex3f(5.10,3.51,-24.01);
			glTexCoord2f(1.0,0.0);
			glVertex3f(5.10,0.0,-24.01);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(5.10,0.0,-23.55);
			glTexCoord2f(0.0,1.0);
			glVertex3f(5.10,0.0,-24.01);
			glTexCoord2f(1.0,1.0);
			glVertex3f(5.10,3.51,-24.01);
			glTexCoord2f(1.0,0.0);
			glVertex3f(5.10,3.51,-23.55);
		glEnd();
		glDisable(GL_TEXTURE_2D);

		// 26
		glEnable(GL_TEXTURE_2D);
		Tex6.SetActive();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(8.24,0.0,-19.5);
			glTexCoord2f(0.0,1.0);
			glVertex3f(8.24,3.51,-19.5);
			glTexCoord2f(1.0,1.0);
			glVertex3f(8.24,3.51,-24.10);
			glTexCoord2f(1.0,0.0);
			glVertex3f(8.24,0.0,-24.10);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(8.24,0.0,-19.5);
			glTexCoord2f(0.0,1.0);
			glVertex3f(8.24,0.0,-24.10);
			glTexCoord2f(1.0,1.0);
			glVertex3f(8.24,3.51,-24.10);
			glTexCoord2f(1.0,0.0);
			glVertex3f(8.24,3.51,-19.5);
		glEnd();
		glDisable(GL_TEXTURE_2D);

		// 27
		glEnable(GL_TEXTURE_2D);
		Tex6.SetActive();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(8.24,0.0,-19.5);
			glTexCoord2f(0.0,1.0);
			glVertex3f(8.24,3.51,-19.5);
			glTexCoord2f(1.0,1.0);
			glVertex3f(14.13,3.51,-19.5);
			glTexCoord2f(1.0,0.0);
			glVertex3f(14.13,0.0,-19.5);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(8.24,0.0,-19.5);
			glTexCoord2f(0.0,1.0);
			glVertex3f(14.13,0.0,-19.5);
			glTexCoord2f(1.0,1.0);
			glVertex3f(14.13,3.51,-19.5);
			glTexCoord2f(1.0,0.0);
			glVertex3f(8.24,3.51,-19.5);
		glEnd();
		glDisable(GL_TEXTURE_2D);


		// 28
		glEnable(GL_TEXTURE_2D);
		Tex6.SetActive();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(8.59,0.0,-18.07);
			glTexCoord2f(0.0,1.0);
			glVertex3f(8.59,3.51,-18.07);
			glTexCoord2f(1.0,1.0);
			glVertex3f(14.13,3.51,-18.07);
			glTexCoord2f(1.0,0.0);
			glVertex3f(14.13,0.0,-18.07);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(8.59,0.0,-18.07);
			glTexCoord2f(0.0,1.0);
			glVertex3f(14.13,0.0,-18.07);
			glTexCoord2f(1.0,1.0);
			glVertex3f(14.13,3.51,-18.07);
			glTexCoord2f(1.0,0.0);
			glVertex3f(8.59,3.51,-18.07);
		glEnd();
		glDisable(GL_TEXTURE_2D);

		// 29
		glEnable(GL_TEXTURE_2D);
		Tex6.SetActive();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(8.59,0.0,-18.07);
			glTexCoord2f(0.0,1.0);
			glVertex3f(8.59,3.51,-18.07);
			glTexCoord2f(1.0,1.0);
			glVertex3f(8.59,3.51,-18.28);
			glTexCoord2f(1.0,0.0);
			glVertex3f(8.59,0.0,-18.28);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(8.59,0.0,-18.07);
			glTexCoord2f(0.0,1.0);
			glVertex3f(8.59,0.0,-18.28);
			glTexCoord2f(1.0,1.0);
			glVertex3f(8.59,3.51,-18.28);
			glTexCoord2f(1.0,0.0);
			glVertex3f(8.59,3.51,-18.07);
		glEnd();
		glDisable(GL_TEXTURE_2D);

		// 30
		glEnable(GL_TEXTURE_2D);
		Tex6.SetActive();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(8.24,0.0,-18.28);
			glTexCoord2f(0.0,1.0);
			glVertex3f(8.24,3.51,-18.28);
			glTexCoord2f(1.0,1.0);
			glVertex3f(8.59,3.51,-18.28);
			glTexCoord2f(1.0,0.0);
			glVertex3f(8.59,0.0,-18.28);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(8.24,0.0,-18.28);
			glTexCoord2f(0.0,1.0);
			glVertex3f(8.59,0.0,-18.28);
			glTexCoord2f(1.0,1.0);
			glVertex3f(8.59,3.51,-18.28);
			glTexCoord2f(1.0,0.0);
			glVertex3f(8.24,3.51,-18.28);
		glEnd();
		glDisable(GL_TEXTURE_2D);

		// 31
		glEnable(GL_TEXTURE_2D);
		Tex6.SetActive();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(8.24,0.0,-15.03);
			glTexCoord2f(0.0,1.0);
			glVertex3f(8.24,3.51,-15.03);
			glTexCoord2f(1.0,1.0);
			glVertex3f(8.24,3.51,-18.28);
			glTexCoord2f(1.0,0.0);
			glVertex3f(8.24,0.0,-18.28);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(8.24,0.0,-15.03);
			glTexCoord2f(0.0,1.0);
			glVertex3f(8.24,0.0,-18.28);
			glTexCoord2f(1.0,1.0);
			glVertex3f(8.24,3.51,-18.28);
			glTexCoord2f(1.0,0.0);
			glVertex3f(8.24,3.51,-15.03);
		glEnd();
		glDisable(GL_TEXTURE_2D);

		// 32 t&#305;bbi bili&#351;im lab&#305; kap&#305;s&#305;
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.90f,0.42f,0.15f);
			glVertex3f(8.235,0.0,-15.45);
			glVertex3f(8.235,2.31,-15.45);
			glVertex3f(8.235,2.31,-16.40);
			glVertex3f(8.235,0.0,-16.40);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.90f,0.42f,0.15f); 
			glVertex3f(8.235,0.0,-15.45);
			glVertex3f(8.235,0.0,-16.40);
			glVertex3f(8.235,2.31,-16.40);
			glVertex3f(8.235,2.31,-15.45);
		glEnd();
	    // kap&#305;n&#305;n ic kismi buraya texture gelecek..
		glEnable(GL_TEXTURE_2D);
		Tex8.SetActive();
	    glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(8.23,0.01,-15.47);
			glTexCoord2f(1.0,0.0);
			glVertex3f(8.23,2.29,-15.47);
			glTexCoord2f(1.0,1.0);
			glVertex3f(8.23,2.29,-16.38);
			glTexCoord2f(0.0,1.0);
			glVertex3f(8.23,0.01,-16.38);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f);
			glTexCoord2f(0.0,0.0);
			glVertex3f(8.23,0.01,-15.47);
			glTexCoord2f(1.0,0.0);
			glVertex3f(8.23,0.01,-16.38);
			glTexCoord2f(1.0,1.0);
			glVertex3f(8.23,2.29,-16.38);
			glTexCoord2f(0.0,1.0);
			glVertex3f(8.23,2.29,-15.47);
		glEnd();
		glDisable(GL_TEXTURE_2D);

				// 33
		glEnable(GL_TEXTURE_2D);
		Tex6.SetActive();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(14.13,0.0,-18.07);
			glTexCoord2f(0.0,1.0);
			glVertex3f(14.13,3.51,-18.07);
			glTexCoord2f(1.0,1.0);
			glVertex3f(14.13,3.51,-19.50);
			glTexCoord2f(1.0,0.0);
			glVertex3f(14.13,0.0,-19.50);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(14.13,0.0,-18.07);
			glTexCoord2f(0.0,1.0);
			glVertex3f(14.13,0.0,-19.50);
			glTexCoord2f(1.0,1.0);
			glVertex3f(14.13,3.51,-19.50);
			glTexCoord2f(1.0,0.0);
			glVertex3f(14.13,3.51,-18.07);
		glEnd();
		glDisable(GL_TEXTURE_2D);

		// 34
		glEnable(GL_TEXTURE_2D);
		Tex6.SetActive();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(5.10,0.0,-24.01);
			glTexCoord2f(0.0,1.0);
			glVertex3f(5.10,3.51,-24.01);
			glTexCoord2f(1.0,1.0);
			glVertex3f(4.09,3.51,-24.01);
			glTexCoord2f(1.0,0.0);
			glVertex3f(4.09,0.0,-24.01);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(5.10,0.0,-24.01);
			glTexCoord2f(0.0,1.0);
			glVertex3f(4.09,0.0,-24.01);
			glTexCoord2f(1.0,1.0);
			glVertex3f(4.09,3.51,-24.01);
			glTexCoord2f(1.0,0.0);
			glVertex3f(5.10,3.51,-24.01);
		glEnd();
		glDisable(GL_TEXTURE_2D);


		// 35
		glEnable(GL_TEXTURE_2D);
		Tex11.SetActive();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(4.09,0.0,-24.01);
			glTexCoord2f(0.0,1.0);
			glVertex3f(4.09,3.51,-24.01);
			glTexCoord2f(1.0,1.0);
			glVertex3f(4.09,3.51,-26.78);
			glTexCoord2f(1.0,0.0);
			glVertex3f(4.09,0.0,-26.78);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(4.09,0.0,-24.01);
			glTexCoord2f(0.0,1.0);
			glVertex3f(4.09,0.0,-26.78);
			glTexCoord2f(1.0,1.0);
			glVertex3f(4.09,3.51,-26.78);
			glTexCoord2f(1.0,0.0);
			glVertex3f(4.09,3.51,-24.01);
		glEnd();
		glDisable(GL_TEXTURE_2D);


		// 36
		glEnable(GL_TEXTURE_2D);
		Tex6.SetActive();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(4.09,0.0,-26.78);
			glTexCoord2f(0.0,1.0);
			glVertex3f(4.09,3.51,-26.78);
			glTexCoord2f(1.0,1.0);
			glVertex3f(4.30,3.51,-26.78);
			glTexCoord2f(1.0,0.0);
			glVertex3f(4.30,0.0,-26.78);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(4.09,0.0,-26.78);
			glTexCoord2f(0.0,1.0);
			glVertex3f(4.30,0.0,-26.78);
			glTexCoord2f(1.0,1.0);
			glVertex3f(4.30,3.51,-26.78);
			glTexCoord2f(1.0,0.0);
			glVertex3f(4.09,3.51,-26.78);
		glEnd();
		glDisable(GL_TEXTURE_2D);

		// 38
		glEnable(GL_TEXTURE_2D);
		Tex6.SetActive();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(4.09,0.0,-27.23);
			glTexCoord2f(0.0,1.0);
			glVertex3f(4.09,3.51,-27.23);
			glTexCoord2f(1.0,1.0);
			glVertex3f(4.30,3.51,-27.23);
			glTexCoord2f(1.0,0.0);
			glVertex3f(4.30,0.0,-27.23);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(4.09,0.0,-27.23);
			glTexCoord2f(0.0,1.0);
			glVertex3f(4.30,0.0,-27.23);
			glTexCoord2f(1.0,1.0);
			glVertex3f(4.30,3.51,-27.23);
			glTexCoord2f(1.0,0.0);
			glVertex3f(4.09,3.51,-27.23);
		glEnd();
		glDisable(GL_TEXTURE_2D);


		// 39
		glEnable(GL_TEXTURE_2D);
		Tex11.SetActive();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(4.09,0.0,-27.23);
			glTexCoord2f(0.0,1.0);
			glVertex3f(4.09,3.51,-27.23);
			glTexCoord2f(1.0,1.0);
			glVertex3f(4.09,3.51,-29.77);
			glTexCoord2f(1.0,0.0);
			glVertex3f(4.09,0.0,-29.77);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(4.09,0.0,-27.23);
			glTexCoord2f(0.0,1.0);
			glVertex3f(4.09,0.0,-29.77);
			glTexCoord2f(1.0,1.0);
			glVertex3f(4.09,3.51,-29.77);
			glTexCoord2f(1.0,0.0);
			glVertex3f(4.09,3.51,-27.23);
		glEnd();
		glDisable(GL_TEXTURE_2D);

		// 40
		glEnable(GL_TEXTURE_2D);
		Tex6.SetActive();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(4.09,0.0,-29.77);
			glTexCoord2f(0.0,1.0);
			glVertex3f(4.09,3.51,-29.77);
			glTexCoord2f(1.0,1.0);
			glVertex3f(4.30,3.51,-29.77);
			glTexCoord2f(1.0,0.0);
			glVertex3f(4.30,0.0,-29.77);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(4.09,0.0,-29.77);
			glTexCoord2f(0.0,1.0);
			glVertex3f(4.30,0.0,-29.77);
			glTexCoord2f(1.0,1.0);
			glVertex3f(4.30,3.51,-29.77);
			glTexCoord2f(1.0,0.0);
			glVertex3f(4.09,3.51,-29.77);
		glEnd();
		glDisable(GL_TEXTURE_2D);


		// 40
		glEnable(GL_TEXTURE_2D);
		Tex6.SetActive();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(4.30,0.0,-26.78);
			glTexCoord2f(0.0,1.0);
			glVertex3f(4.30,3.51,-26.78);
			glTexCoord2f(1.0,1.0);
			glVertex3f(4.30,3.51,-27.23);
			glTexCoord2f(1.0,0.0);
			glVertex3f(4.30,0.0,-27.23);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(4.30,0.0,-26.78);
			glTexCoord2f(0.0,1.0);
			glVertex3f(4.30,0.0,-27.23);
			glTexCoord2f(1.0,1.0);
			glVertex3f(4.30,3.51,-27.23);
			glTexCoord2f(1.0,0.0);
			glVertex3f(4.30,3.51,-26.78);
		glEnd();
		glDisable(GL_TEXTURE_2D);

		// 41
		glEnable(GL_TEXTURE_2D);
		Tex6.SetActive();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(8.24,0.0,-24.01);
			glTexCoord2f(0.0,1.0);
			glVertex3f(8.24,3.51,-24.01);
			glTexCoord2f(1.0,1.0);
			glVertex3f(8.24,3.51,-29.77);
			glTexCoord2f(1.0,0.0);
			glVertex3f(8.24,0.0,-29.77);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(8.24,0.0,-24.01);
			glTexCoord2f(0.0,1.0);
			glVertex3f(8.24,0.0,-29.77);
			glTexCoord2f(1.0,1.0);
			glVertex3f(8.24,3.51,-29.77);
			glTexCoord2f(1.0,0.0);
			glVertex3f(8.24,3.51,-24.01);
		glEnd();
		glDisable(GL_TEXTURE_2D);


		// 44
		glEnable(GL_TEXTURE_2D);
		Tex6.SetActive();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(4.3,0.0,-29.77);
			glTexCoord2f(0.0,1.0);
			glVertex3f(4.3,3.51,-29.77);
			glTexCoord2f(1.0,1.0);
			glVertex3f(4.3,3.51,-32.72);
			glTexCoord2f(1.0,0.0);
			glVertex3f(4.3,0.0,-32.72);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(4.3,0.0,-29.77);
			glTexCoord2f(0.0,1.0);
			glVertex3f(4.3,0.0,-32.72);
			glTexCoord2f(1.0,1.0);
			glVertex3f(4.3,3.51,-32.72);
			glTexCoord2f(1.0,0.0);
			glVertex3f(4.3,3.51,-29.77);
		glEnd();
		glDisable(GL_TEXTURE_2D);


		// 45
		glEnable(GL_TEXTURE_2D);
		Tex6.SetActive();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(4.3,0.0,-32.72);
			glTexCoord2f(0.0,1.0);
			glVertex3f(4.3,3.51,-32.72);
			glTexCoord2f(1.0,1.0);
			glVertex3f(0.0,3.51,-32.72);
			glTexCoord2f(1.0,0.0);
			glVertex3f(0.0,0.0,-32.72);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(4.3,0.0,-32.72);
			glTexCoord2f(0.0,1.0);
			glVertex3f(0.0,0.0,-32.72);
			glTexCoord2f(1.0,1.0);
			glVertex3f(0.0,3.51,-32.72);
			glTexCoord2f(1.0,0.0);
			glVertex3f(4.3,3.51,-32.72);
		glEnd();
		glDisable(GL_TEXTURE_2D);
	
		// 46
		glEnable(GL_TEXTURE_2D);
		Tex6.SetActive();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(0.0,0.0,-32.72);
			glTexCoord2f(0.0,1.0);
			glVertex3f(0.0,3.51,-32.72);
			glTexCoord2f(1.0,1.0);
			glVertex3f(0.0,3.51,-36.02);
			glTexCoord2f(1.0,0.0);
			glVertex3f(0.0,0.0,-36.02);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(0.0,0.0,-32.72);
			glTexCoord2f(0.0,1.0);
			glVertex3f(0.0,0.0,-36.02);
			glTexCoord2f(1.0,1.0);
			glVertex3f(0.0,3.51,-36.02);
			glTexCoord2f(1.0,0.0);
			glVertex3f(0.0,3.51,-32.72);
		glEnd();
		glDisable(GL_TEXTURE_2D);


		// 47
		glEnable(GL_TEXTURE_2D);
		Tex6.SetActive();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(0.0,0.0,-36.02);
			glTexCoord2f(0.0,1.0);
			glVertex3f(0.0,3.51,-36.02);
			glTexCoord2f(1.0,1.0);
			glVertex3f(8.24,3.51,-36.02);
			glTexCoord2f(1.0,0.0);
			glVertex3f(8.24,0.0,-36.02);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(0.0,0.0,-36.02);
			glTexCoord2f(0.0,1.0);
			glVertex3f(8.24,0.0,-36.02);
			glTexCoord2f(1.0,1.0);
			glVertex3f(8.24,3.51,-36.02);
			glTexCoord2f(1.0,0.0);
			glVertex3f(0.0,3.51,-36.02);
		glEnd();
		glDisable(GL_TEXTURE_2D);


		// 48 sistem odasi kap&#305;s&#305;
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.90f,0.42f,0.15f);
			glVertex3f(2.67,0.0,-36.017);
			glVertex3f(2.67,2.31,-36.017);
			glVertex3f(3.62,2.31,-36.017);
			glVertex3f(3.62,0.0,-36.017);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.90f,0.42f,0.15f); 
			glVertex3f(2.67,0.0,-36.017);
			glVertex3f(3.62,0.0,-36.017);
			glVertex3f(3.62,2.31,-36.017);
			glVertex3f(2.67,2.31,-36.017);
		glEnd();
	    // kap&#305;n&#305;n ic kismi buraya texture gelecek..
		glEnable(GL_TEXTURE_2D);
		Tex8.SetActive();
	    glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(2.69,0.01,-36.015);
			glTexCoord2f(0.0,01.0);
			glVertex3f(2.69,2.29,-36.015);
			glTexCoord2f(1.0,1.0);
			glVertex3f(3.60,2.29,-36.015);
			glTexCoord2f(1.0,0.0);
			glVertex3f(3.60,0.01,-36.015);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f);
			glTexCoord2f(0.0,0.0);
			glVertex3f(2.69,0.01,-36.015);
			glTexCoord2f(0.0,1.0);
			glVertex3f(3.60,0.01,-36.015);
			glTexCoord2f(1.0,1.0);
			glVertex3f(3.60,2.29,-36.015);
			glTexCoord2f(1.0,0.0);
			glVertex3f(2.69,2.29,-36.015);
		glEnd();
		glDisable(GL_TEXTURE_2D);


		// 50 ogrenci uygulama lab&#305; kap&#305;s&#305;
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.90f,0.42f,0.15f);
			glVertex3f(8.235,0.0,-33.76);
			glVertex3f(8.235,2.31,-33.76);
			glVertex3f(8.235,2.31,-35.71);
			glVertex3f(8.235,0.0,-35.71);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.90f,0.42f,0.15f); 
			glVertex3f(8.235,0.0,-33.76);
			glVertex3f(8.235,0.0,-35.71);
			glVertex3f(8.235,2.31,-35.71);
			glVertex3f(8.235,2.31,-33.76);
		glEnd();
	    // kap&#305;n&#305;n ic kismi buraya texture gelecek..
	    glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glVertex3f(8.23,0.0,-33.78);
			glVertex3f(8.23,2.31,-33.78);
			glVertex3f(8.23,2.31,-35.69);
			glVertex3f(8.23,0.0,-35.69);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glVertex3f(8.23,0.0,-33.78);
			glVertex3f(8.23,0.0,-35.69);
			glVertex3f(8.23,2.31,-35.69);
			glVertex3f(8.23,2.31,-33.78);
		glEnd();


		// 49
		glEnable(GL_TEXTURE_2D);
		Tex6.SetActive();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(8.24,0.0,-29.77);
			glTexCoord2f(0.0,1.0);
			glVertex3f(8.24,3.51,-29.77);
			glTexCoord2f(1.0,1.0);
			glVertex3f(8.24,3.51,-36.02);
			glTexCoord2f(1.0,0.0);
			glVertex3f(8.24,0.0,-36.02);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(8.24,0.0,-29.77);
			glTexCoord2f(0.0,1.0);
			glVertex3f(8.24,0.0,-36.02);
			glTexCoord2f(1.0,1.0);
			glVertex3f(8.24,3.51,-36.02);
			glTexCoord2f(1.0,0.0);
			glVertex3f(8.24,3.51,-29.77);
		glEnd();
		glDisable(GL_TEXTURE_2D);

		// 51
		glEnable(GL_TEXTURE_2D);
		Tex11.SetActive();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(4.09,0.0,-12.39);
			glTexCoord2f(0.0,1.0);
			glVertex3f(4.09,3.51,-12.39);
			glTexCoord2f(1.0,1.0);
			glVertex3f(4.09,3.51,-15.03);
			glTexCoord2f(1.0,0.0);
			glVertex3f(4.09,0.0,-15.03);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(4.09,0.0,-12.39);
			glTexCoord2f(0.0,1.0);
			glVertex3f(4.09,0.0,-15.03);
			glTexCoord2f(1.0,1.0);
			glVertex3f(4.09,3.51,-15.03);
			glTexCoord2f(1.0,0.0);
			glVertex3f(4.09,3.51,-12.39);
		glEnd();
		glDisable(GL_TEXTURE_2D);

		// 35
		glEnable(GL_TEXTURE_2D);
		Tex11.SetActive();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(4.09,0.0,-9.42);
			glTexCoord2f(0.0,1.0);
			glVertex3f(4.09,3.51,-9.42);
			glTexCoord2f(1.0,1.0);
			glVertex3f(4.09,3.51,-11.97);
			glTexCoord2f(1.0,0.0);
			glVertex3f(4.09,0.0,-11.97);
		glEnd();
		glBegin(GL_QUADS);
		  //sol duvar:
		glColor3f(0.82f,0.82f,0.35f); 
			glTexCoord2f(0.0,0.0);
			glVertex3f(4.09,0.0,-9.42);
			glTexCoord2f(0.0,1.0);
			glVertex3f(4.09,0.0,-11.97);
			glTexCoord2f(1.0,1.0);
			glVertex3f(4.09,3.51,-11.97);
			glTexCoord2f(1.0,0.0);
			glVertex3f(4.09,3.51,-9.42);
		glEnd();
		glDisable(GL_TEXTURE_2D);
}


void DrawEngel(void)
{
	//Draws a cube with two shaded, two one-colored and two textured faces
	glEnable(GL_TEXTURE_2D);	
	 	Tex3.SetActive();
	glBegin(GL_QUADS);
	  
		glTexCoord2f(0.0,0.0);
		glVertex3f(6.0,0.0,-20.0);
		glTexCoord2f(0.0,1.0);
		glVertex3f(10.0,0.0,-20.0);
	    glTexCoord2f(1.0,1.0);
		glVertex3f(10.0,0.0,-24.0);
	    glTexCoord2f(1.0,0.0);
		glVertex3f(6.0,0.0,-24.0);

	glEnd();

		glBegin(GL_QUADS);
	  
		glTexCoord2f(0.0,0.0);
		glVertex3f(6.0,4.0,-20.0);
		glTexCoord2f(0.0,1.0);
		glVertex3f(10.0,4.0,-20.0);
	    glTexCoord2f(1.0,1.0);
		glVertex3f(10.0,4.0,-24.0);
	    glTexCoord2f(1.0,0.0);
		glVertex3f(6.0,4.0,-24.0);

	glEnd();
		glBegin(GL_QUADS);
	  
		glTexCoord2f(0.0,0.0);
		glVertex3f(6.0,0.0,-20.0);
		glTexCoord2f(0.0,1.0);
		glVertex3f(6.0,4.0,-20.0);
	    glTexCoord2f(1.0,1.0);
		glVertex3f(6.0,4.0,-24.0);
	    glTexCoord2f(1.0,0.0);
		glVertex3f(6.0,0.0,-24.0);

	glEnd();
	
		glBegin(GL_QUADS);
	  
		glTexCoord2f(0.0,0.0);
		glVertex3f(10.0,0.0,-20.0);
		glTexCoord2f(0.0,1.0);
		glVertex3f(10.0,4.0,-20.0);
	    glTexCoord2f(1.0,1.0);
		glVertex3f(10.0,4.0,-24.0);
	    glTexCoord2f(1.0,0.0);
		glVertex3f(10.0,0.0,-24.0);

	glEnd();
glDisable(GL_TEXTURE_2D);


}




void reshape(int x, int y)
{
	if (y == 0 || x == 0) return;  //Nothing is visible then, so return
	
	//Set a new projection matrix
	glMatrixMode(GL_PROJECTION);  
	glLoadIdentity();
	//Angle of view:40 degrees
	//Near clipping plane distance: 0.5
	//Far clipping plane distance: 20.0
	gluPerspective(40.0,(GLfloat)x/(GLfloat)y,0.5,100.0);

	glMatrixMode(GL_MODELVIEW);
	glViewport(0,0,(GLsizei)x,(GLsizei)y);  //Use the whole window for rendering
}
void Display(void)
{
	glClearColor(0,0,0,0);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glLoadIdentity();
	Camera.Render();
	glTranslatef(0.0,0.0,0.0);

	glScalef(0.5,0.5,0.5);
	
	DrawCube();

	glFlush();  
	glutSwapBuffers();

}

void KeyDown(unsigned char key, int x, int y)
{
	switch (key) 
	{
	case 27:		//ESC
		PostQuitMessage(0);
		break;
	case 'a':		
		Camera.RotateY(1.0);
		Display();
		break;
	case 'd':		
		Camera.RotateY(-1.0);
		Display();
		break;
	case 'w':		
		Camera.MoveForwards( -0.1 ) ;
		Display();
		break;
	case 's':		
		Camera.MoveForwards( 0.1 ) ;
		Display();
		break;
	case 'e':		
		Camera.MoveForwards( -0.1 ) ;
		Camera.RotateY(-1.0);
		Display();
		break;
	case 'q':		
		Camera.MoveForwards( -0.1 ) ;
		Camera.RotateY(1.0);
		Display();
		break;
	case 'x':		
		Camera.RotateX(5.0);
		Display();
		break;
	case 'y':		
		Camera.RotateX(-5.0);
		Display();
		break;
	case 'c':		
		Camera.StrafeRight(-0.1);
		Display();
		break;
	case 'v':		
		Camera.StrafeRight(0.1);
		Display();
		break;
	case 'f':
		Camera.Move(F3dVector(0.0,-0.3,0.0));
		Display();
		break;
	case 'r':
		Camera.Move(F3dVector(0.0,0.3,0.0));
		Display();
		break;

	case 'l':
		Camera.Move( F3dVector(0.0, 0.0, 0.0 ));
		Display();
		break;
	}
}

void Idle(void)
{
	YRotated += 0.4;
	Display();
}

int main(int argc, char **argv)
{
	glutInit(&argc, argv);
	glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
	glutInitWindowSize(800,600);
	glutInitWindowPosition(100,100);
	glutCreateWindow("Yol Goster");
	glFrontFace(GL_CW);  //Clockwise is front in "DrawCube()"
	glCullFace(GL_BACK);
	glEnable(GL_CULL_FACE);
	glEnable(GL_DEPTH_TEST);
	Camera.Move( F3dVector(0.0, 0.0, 0.0 ));
	Camera.MoveForwards( 1.0 );
	InitTextures();
	glutDisplayFunc(Display);
	//glutDisplayFunc(Display2);
	glutReshapeFunc(reshape);
	glutKeyboardFunc(KeyDown);
	glutIdleFunc(Idle);
	glutMainLoop();
	return 0;             
}

[/b]

Lighting with textures is no different to lighting without textures. If you do not provide normals for your vertices then your lighting will not work. Have a look at nehe’s tutorial on lighting - http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=07

You use a GL_REPLACE texture environment:

glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);

Use GL_MODULATE instead, (which incidentally is the default).