extern float skyboxg;
extern float skyboxb;
-void SkyBox::load (const std::string& ffront, const std::string& fleft, const std::string& fback,
- const std::string& fright, const std::string& fup, const std::string& fdown)
+void SkyBox::load(const std::string& ffront, const std::string& fleft, const std::string& fback,
+ const std::string& fright, const std::string& fup, const std::string& fdown)
{
front.load(ffront, true);
left.load(fleft, true);
glDisable(GL_LIGHTING);
if (skyboxtexture)
glEnable(GL_TEXTURE_2D);
- glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
+ 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 );
+ 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);
+ glNormal3f(0.0f, 0.0f, -1);
glTexCoord2f(0, 0);
- glVertex3f(-size, -size, size);
+ glVertex3f(-size, -size, size);
glTexCoord2f(1, 0);
- glVertex3f( size, -size, size);
+ glVertex3f(size, -size, size);
glTexCoord2f(1, 1);
- glVertex3f( size, size, size);
+ glVertex3f(size, size, size);
glTexCoord2f(0, 1);
- glVertex3f(-size, size, size);
+ 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 );
+ 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);
+ glNormal3f(0.0f, 0.0f, 1);
glTexCoord2f(1, 0);
glVertex3f(-size, -size, -size);
glTexCoord2f(1, 1);
- glVertex3f(-size, size, -size);
+ glVertex3f(-size, size, -size);
glTexCoord2f(0, 1);
- glVertex3f( size, size, -size);
+ glVertex3f(size, size, -size);
glTexCoord2f(0, 0);
- glVertex3f( size, -size, -size);
+ 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 );
+ 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);
+ glNormal3f(0.0f, -1.0f, 0);
glTexCoord2f(0, 1);
- glVertex3f(-size, size, -size);
+ glVertex3f(-size, size, -size);
glTexCoord2f(0, 0);
- glVertex3f(-size, size, size);
+ glVertex3f(-size, size, size);
glTexCoord2f(1, 0);
- glVertex3f( size, size, size);
+ glVertex3f(size, size, size);
glTexCoord2f(1, 1);
- glVertex3f( size, size, -size);
+ 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 );
+ 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);
+ glNormal3f(0.0f, 1.0f, 0);
glTexCoord2f(0, 0);
glVertex3f(-size, -size, -size);
glTexCoord2f(1, 0);
- glVertex3f( size, -size, -size);
+ glVertex3f(size, -size, -size);
glTexCoord2f(1, 1);
- glVertex3f( size, -size, size);
+ glVertex3f(size, -size, size);
glTexCoord2f(0, 1);
- glVertex3f(-size, -size, size);
+ glVertex3f(-size, -size, size);
glEnd();
right.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 );
+ 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( -1.0f, 0.0f, 0);
+ glNormal3f(-1.0f, 0.0f, 0);
glTexCoord2f(1, 0);
- glVertex3f( size, -size, -size);
+ glVertex3f(size, -size, -size);
glTexCoord2f(1, 1);
- glVertex3f( size, size, -size);
+ glVertex3f(size, size, -size);
glTexCoord2f(0, 1);
- glVertex3f( size, size, size);
+ glVertex3f(size, size, size);
glTexCoord2f(0, 0);
- glVertex3f( size, -size, size);
+ glVertex3f(size, -size, size);
glEnd();
left.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 );
+ 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( 1.0f, 0.0f, 0);
+ glNormal3f(1.0f, 0.0f, 0);
glTexCoord2f(0, 0);
glVertex3f(-size, -size, -size);
glTexCoord2f(1, 0);
- glVertex3f(-size, -size, size);
+ glVertex3f(-size, -size, size);
glTexCoord2f(1, 1);
- glVertex3f(-size, size, size);
+ glVertex3f(-size, size, size);
glTexCoord2f(0, 1);
- glVertex3f(-size, size, -size);
+ glVertex3f(-size, size, -size);
glEnd();
glEnable(GL_CULL_FACE);
glDepthMask(1);