- if(!skyboxtexture){
- glDisable(GL_TEXTURE_2D);
- glColor3f(skyboxr*.8,skyboxg*.8,skyboxb*.8);
- }
- glDepthMask(0);
- glDisable(GL_CULL_FACE);
- glEnable(GL_BLEND);
- glDisable(GL_LIGHTING);
- if(skyboxtexture)glEnable(GL_TEXTURE_2D);
- glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
- glBindTexture(GL_TEXTURE_2D, front);
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
- glBegin(GL_QUADS);
- glNormal3f( 0.0f, 0.0f, -1);
- glTexCoord2f(0, 0); glVertex3f(-size, -size, size);
- glTexCoord2f(1, 0); glVertex3f( size, -size, size);
- glTexCoord2f(1, 1); glVertex3f( size, size, size);
- glTexCoord2f(0, 1); glVertex3f(-size, size, size);
- glEnd();
- glBindTexture(GL_TEXTURE_2D, back);
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
- glBegin(GL_QUADS);
- glNormal3f( 0.0f, 0.0f, 1);
- glTexCoord2f(1, 0); glVertex3f(-size, -size, -size);
- glTexCoord2f(1, 1); glVertex3f(-size, size, -size);
- glTexCoord2f(0, 1); glVertex3f( size, size, -size);
- glTexCoord2f(0, 0); glVertex3f( size, -size, -size);
- glEnd();
- glBindTexture(GL_TEXTURE_2D, up);
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
- glBegin(GL_QUADS);
- glNormal3f( 0.0f, -1.0f, 0);
- glTexCoord2f(0, 1); glVertex3f(-size, size, -size);
- glTexCoord2f(0, 0); glVertex3f(-size, size, size);
- glTexCoord2f(1, 0); glVertex3f( size, size, size);
- glTexCoord2f(1, 1); glVertex3f( size, size, -size);
- glEnd();
- glBindTexture(GL_TEXTURE_2D, down);
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
- glBegin(GL_QUADS);
- glNormal3f( 0.0f, 1.0f, 0);
+ if (!skyboxtexture) {
+ glDisable(GL_TEXTURE_2D);
+ glColor3f(skyboxr * .8, skyboxg * .8, skyboxb * .8);
+ }
+ glDepthMask(0);
+ glDisable(GL_CULL_FACE);
+ glEnable(GL_BLEND);
+ glDisable(GL_LIGHTING);
+ if (skyboxtexture)
+ glEnable(GL_TEXTURE_2D);
+ glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
+ front.bind();
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+ glBegin(GL_QUADS);
+ glNormal3f( 0.0f, 0.0f, -1);
+ glTexCoord2f(0, 0);
+ glVertex3f(-size, -size, size);
+ glTexCoord2f(1, 0);
+ glVertex3f( size, -size, size);
+ glTexCoord2f(1, 1);
+ glVertex3f( size, size, size);
+ glTexCoord2f(0, 1);
+ glVertex3f(-size, size, size);
+ glEnd();
+ back.bind();
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+ glBegin(GL_QUADS);
+ glNormal3f( 0.0f, 0.0f, 1);
+ glTexCoord2f(1, 0);
+ glVertex3f(-size, -size, -size);
+ glTexCoord2f(1, 1);
+ glVertex3f(-size, size, -size);
+ glTexCoord2f(0, 1);
+ glVertex3f( size, size, -size);
+ glTexCoord2f(0, 0);
+ glVertex3f( size, -size, -size);
+ glEnd();
+ up.bind();
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+ glBegin(GL_QUADS);
+ glNormal3f( 0.0f, -1.0f, 0);
+ glTexCoord2f(0, 1);
+ glVertex3f(-size, size, -size);
+ glTexCoord2f(0, 0);
+ glVertex3f(-size, size, size);
+ glTexCoord2f(1, 0);
+ glVertex3f( size, size, size);
+ glTexCoord2f(1, 1);
+ glVertex3f( size, size, -size);
+ glEnd();
+ down.bind();
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+ glBegin(GL_QUADS);
+ glNormal3f( 0.0f, 1.0f, 0);