class PCube
{
public:
float x,y,z;
float radius;
void Init (float X,float Y,float Z,float RAD)
{
x=X;
y=Y;
z=Z;
radius=RAD;
}
void Render()
{
glBegin (GL_QUADS);
glTexCoord2f(0,1); glVertex3f(x-radius, y-radius, z-radius);
glTexCoord2f(0,0); glVertex3f(x-radius, y + radius, z-radius);
glTexCoord2f(1,0); glVertex3f(x + radius, y + radius, z-radius);
glTexCoord2f(1,1); glVertex3f(x + radius, y-radius, z-radius);
glTexCoord2f(0,1); glVertex3f(x-radius, y-radius, z + radius);
glTexCoord2f(0,0); glVertex3f(x-radius, y + radius, z + radius);
glTexCoord2f(1,0); glVertex3f(x + radius, y + radius, z + radius);
glTexCoord2f(1,1); glVertex3f(x + radius, y-radius, z + radius);
glTexCoord2f(0,1); glVertex3f(x-radius, y-radius, z-radius);
glTexCoord2f(0,0); glVertex3f(x-radius, y-radius, z + radius);
glTexCoord2f(1,0); glVertex3f(x + radius, y-radius, z + radius);
glTexCoord2f(1,1); glVertex3f(x + radius, y-radius, z-radius);
glTexCoord2f(0,1); glVertex3f(x-radius, y + radius, z-radius);
glTexCoord2f(0,0); glVertex3f(x-radius, y + radius, z + radius);
glTexCoord2f(1,0); glVertex3f(x + radius, y + radius, z + radius);
glTexCoord2f(1,1); glVertex3f(x + radius, y + radius, z-radius);
glTexCoord2f(0,1); glVertex3f(x-radius, y-radius, z-radius);
glTexCoord2f(0,0); glVertex3f(x-radius, y-radius, z + radius);
glTexCoord2f(1,0); glVertex3f(x-radius, y + radius, z + radius);
glTexCoord2f(1,1); glVertex3f(x-radius, y + radius, z-radius);
glTexCoord2f(0,1); glVertex3f(x + radius, y-radius, z-radius);
glTexCoord2f(0,0); glVertex3f(x + radius, y-radius, z + radius);
glTexCoord2f(1,0); glVertex3f(x + radius, y + radius, z + radius);
glTexCoord2f(1,1); glVertex3f(x + radius, y + radius, z-radius);
glEnd();
}
}; |