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);}