All pastes #353270 Raw Edit

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public c v1 · immutable
·published 2007-02-13 07:56 UTC
rendered paste body
#define STEP (1.0f/256.0f)float i, k;...void Draw_Skybox(float x, float y, float z, float width, float height, float length){	// Center the Skybox around the given x,y,z position	height += 4;	width += 4;	length += 4;		glTranslatef(x - width  / 2,y - height / 2,z - length / 2); // center		// Center the Skybox around the given x,y,z position	x = x - width  / 2;	y = y - height / 2 + 30;	z = z - length / 2;	     glEnable(GL_TEXTURE_2D);	     for(i=0;i<256;i++) {       for(j=0;j<256;j++) {     	// Draw Front side     	glBindTexture(GL_TEXTURE_2D, SkyboxTexture[SKYFRONT]);     	glScalef(width,height,length); // scale to size     	glBegin(GL_QUADS);	     		glTexCoord2f(STEP*i, 0.0f); glVertex3f(0,		  0,		1.0f);     		glTexCoord2f(STEP*i, STEP*j); glVertex3f(0,		  1.0f, 1.0f);     		glTexCoord2f(0.0f, STEP*j); glVertex3f(1.0f, 1.0f, 1.0f);      		glTexCoord2f(0.0f, 0.0f); glVertex3f(1.0f, 0,		1.0f);     	glEnd();          	// Draw Back side     	glBindTexture(GL_TEXTURE_2D, SkyboxTexture[SKYBACK]);     	glScalef(width,height,length); // scale to size     	glBegin(GL_QUADS);		     		glTexCoord2f(STEP*i, 0.0f); glVertex3f(1.0f, 0.0f,		0.0f);     		glTexCoord2f(STEP*i, STEP*j); glVertex3f(1.0f, 1.0f, 0.0f);      		glTexCoord2f(0.0f, STEP*j); glVertex3f(0.0f,		  1.0f,	0.0f);     		glTexCoord2f(0.0f, 0.0f); glVertex3f(0.0f,		  0.0f,		0.0f);     	glEnd();          	// Draw Left side     	glBindTexture(GL_TEXTURE_2D, SkyboxTexture[SKYLEFT]);     	glScalef(width,height,length); // scale to size     	glBegin(GL_QUADS);		     		glTexCoord2f(STEP*i, STEP*j); glVertex3f(0.0f,		  1.0f,	0);	     		glTexCoord2f(0.0f, STEP*j); glVertex3f(0.0f,		  1.0f,	1.0f);      		glTexCoord2f(0.0f, 0.0f); glVertex3f(0.0f,		  0.0f,		1.0f);     		glTexCoord2f(STEP*i, 0.0f); glVertex3f(0.0f,		  0.0f,		0.0f);		     	glEnd();          	// Draw Right side     	glBindTexture(GL_TEXTURE_2D, SkyboxTexture[SKYRIGHT]);     	glScalef(width,height,length); // scale to size     	glBegin(GL_QUADS);		     		glTexCoord2f(0.0f, 0.0f); glVertex3f(1.0f, 0.0f,		0.0f);     		glTexCoord2f(STEP*i, 0.0f); glVertex3f(1.0f, 0,		1.0f);     		glTexCoord2f(STEP*i, STEP*j); glVertex3f(1.0f, 1.0f,	1.0f);      		glTexCoord2f(0.0f, STEP*j); glVertex3f(1.0f, 1.0f,	0.0f);     	glEnd();          	// Draw Up side     	glBindTexture(GL_TEXTURE_2D, SkyboxTexture[SKYUP]);     	glScalef(width,height,length); // scale to size     	glBegin(GL_QUADS);		     		glTexCoord2f(0.0f, 0.0f); glVertex3f(1.0f, 1.0f, 0.0f);     		glTexCoord2f(STEP*i, 0.0f); glVertex3f(1.0f, 1.0f, 1.0f);      		glTexCoord2f(STEP*i, STEP*j); glVertex3f(0.0f,		  1.0f,	1.0f);     		glTexCoord2f(0.0f, STEP*j); glVertex3f(0.0f,		  1.0f,	0.0f);     	glEnd();          	// Draw Down side     	glBindTexture(GL_TEXTURE_2D, SkyboxTexture[SKYDOWN]);     	glScalef(width,height,length); // scale to size     	glBegin(GL_QUADS);		     		glTexCoord2f(0.0f, 0.0f); glVertex3f(0.0f,		  0.0f,		0.0f);     		glTexCoord2f(STEP*i, 0.0f); glVertex3f(0.0f,		 0.0f,		1.0f);     		glTexCoord2f(STEP*i, STEP*j); glVertex3f(1.0f, 0.0f,		1.0f);      		glTexCoord2f(0.0f, STEP*j); glVertex3f(1.0f, 0.0f,		0.0f);     	glEnd();       }     }     glDisable(GL_TEXTURE_2D);}