rendered paste bodyvoid CView::surrounding( void ) {
glPushMatrix();
glTranslatef( 0.0f, 0.0f, 10.0f );
glBindTexture( GL_TEXTURE_2D, objects.textureId[6] );
glBegin( GL_QUADS ); // vloer
glTexCoord2d( 0, 0 ); glVertex3f(-60.0f,-0.1f,0.0f);
glTexCoord2d( 10, 0 ); glVertex3f(60.0f,-0.1f,0.0f);
glTexCoord2d( 10, 10 ); glVertex3f(60.0f,-0.1f,-60.0f);
glTexCoord2d( 0, 10 ); glVertex3f(-60.0f,-0.1f,-60.0f);
glEnd();
glBindTexture( GL_TEXTURE_2D, objects.textureId[7] );
glColor3f( 1.0f, 1.0f, 1.0f );
glBegin( GL_QUADS ); // dak
glTexCoord2d( 0, 0 ); glVertex3f(-60.0f, 30.0f,0.0f);
glTexCoord2d( 10, 0 ); glVertex3f(60.0f, 30.0f,0.0f);
glTexCoord2d( 10, 10 ); glVertex3f(60.0f, 30.0f,-60.0f);
glTexCoord2d( 0, 10 ); glVertex3f(-60.0f, 30.0f,-60.0f);
glEnd();
glBegin( GL_QUADS ); // achter
glTexCoord2d( 0, 10 ); glVertex3f(-60.0f, 30.0f,-60.0f);
glTexCoord2d( 0, 0 ); glVertex3f(-60.0f, -0.1f,-60.0f);
glTexCoord2d( 10, 0 ); glVertex3f(60.0f, -0.1f,-60.0f);
glTexCoord2d( 10, 10 ); glVertex3f(60.0f, 30.0f,-60.0f);
glEnd();
glBegin( GL_QUADS ); // achter
glTexCoord2d( 0, 10 ); glVertex3f(-60.0f, 30.0f,0.0f);
glTexCoord2d( 0, 0 ); glVertex3f(-60.0f, -0.1f,0.0f);
glTexCoord2d( 10, 0 ); glVertex3f(60.0f, -0.1f,0.0f);
glTexCoord2d( 10, 10 ); glVertex3f(60.0f, 30.0f,-0.0f);
glEnd();
glBegin( GL_QUADS ); // links
glTexCoord2d( 0, 10 ); glVertex3f(-60.0f, 30.0f,0.0f);
glTexCoord2d( 0, 0 ); glVertex3f(-60.0f,-0.1f,0.0f);
glTexCoord2d( 10, 0 ); glVertex3f(-60.0f, -1.0f,-60.0f);
glTexCoord2d( 10, 10 ); glVertex3f(-60.0f, 30.0f,-60.0f);
glEnd();
glBegin( GL_QUADS ); // rechts
glTexCoord2d( 0, 10 ); glVertex3f( 60.0f, 30.0f,0.0f);
glTexCoord2d( 0, 0 ); glVertex3f( 60.0f,-0.1f,0.0f);
glTexCoord2d( 10, 0 ); glVertex3f( 60.0f, -1.0f,-60.0f);
glTexCoord2d( 10, 10 ); glVertex3f( 60.0f, 30.0f,-60.0f);
glEnd();
glColor3f( 1.0f, 1.0f, 1.0f );
glPopMatrix();
}