Help debuggin program

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, &bitmap))
   {
      fprintf(stderr, "Error loading bitmap file: %s
", bitmap_file);
   }
 
   //generate and bind the OpenGL texture
   glGenTextures(1, &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(&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 (&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

===============================================================================
 GLIntercept version 0.5 Log generated on: Tue Dec 02 17:41:33 2008
 
===============================================================================

wglChoosePixelFormat(0x201231c,0x2bf7cc)=4 
wglDescribePixelFormat(0x201231c,4,40,0x2b92ee8)=42 
wglChoosePixelFormat(0x201231c,0x2b92ee8)=4 
wglSetPixelFormat(0x201231c,4,0x2b92ee8)
-----&gt;wglGetPixelFormat(0x201231c)=4 =true 
wglCreateContext(0x201231c)
-----&gt;wglGetPixelFormat(0x201231c)=4 
-----&gt;wglDescribePixelFormat(0x201231c,4,40,0x2bf770)=42 =0x10000 
wglGetCurrentContext()=0x0000 
wglGetCurrentDC()=0x0000 
wglMakeCurrent(0x201231c,0x10000)
-----&gt;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_RGB,GL_UNSIGNED_BYTE,0x1d30040)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR)
glGenTextures(1,0x86c18c)
glBindTexture(GL_TEXTURE_2D,2)
glTexImage2D(GL_TEXTURE_2D,0,0x0003,512,512,0,GL_RGB,GL_UNSIGNED_BYTE,0x1d30040)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR)
glGenTextures(1,0x86c190)
glBindTexture(GL_TEXTURE_2D,3)
glTexImage2D(GL_TEXTURE_2D,0,0x0003,512,512,0,GL_RGB,GL_UNSIGNED_BYTE,0x1d30040)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR)
glGenTextures(1,0x86c194)
glBindTexture(GL_TEXTURE_2D,4)
glTexImage2D(GL_TEXTURE_2D,0,0x0003,512,512,0,GL_RGB,GL_UNSIGNED_BYTE,0x1d30040)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR)
glGenTextures(1,0x86c198)
glBindTexture(GL_TEXTURE_2D,5)
glTexImage2D(GL_TEXTURE_2D,0,0x0003,512,512,0,GL_RGB,GL_UNSIGNED_BYTE,0x1d30040)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR)
glGenTextures(1,0x86c19c)
glBindTexture(GL_TEXTURE_2D,6)
glTexImage2D(GL_TEXTURE_2D,0,0x0003,512,512,0,GL_RGB,GL_UNSIGNED_BYTE,0x1d30040)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,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,10497.000000)
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,10497.000000)
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,9729.000000)
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,9985.000000)
glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,7681.000000)
glTexImage2D(GL_TEXTURE_2D,0,0x0004,632,784,0,GL_RGBA,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_RGBA,GL_UNSIGNED_SHORT,0x6050020)
glTexImage2D(GL_TEXTURE_2D,2,0x0004,128,256,0,GL_RGBA,GL_UNSIGNED_SHORT,0x6420020)
glTexImage2D(GL_TEXTURE_2D,3,0x0004,64,128,0,GL_RGBA,GL_UNSIGNED_SHORT,0x6050020)
glTexImage2D(GL_TEXTURE_2D,4,0x0004,32,64,0,GL_RGBA,GL_UNSIGNED_SHORT,0x6420020)
glTexImage2D(GL_TEXTURE_2D,5,0x0004,16,32,0,GL_RGBA,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([1.810660,0.000000,0.000000,0.000000,0.000000,2.414214,0.000000,0.000000,0.000000,0.000000,-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)
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