All pastes #44792 Raw Edit

Mine

public cpp v1 · immutable
#44792 ·published 2006-03-07 17:38 UTC
rendered paste body
#include <windows.h>#include <gl/GL.h>#include <gl/GLU.h>#include <SDL.h>void RenderBox(float w, float h, float d){	glBegin(GL_QUADS);		glNormal3f( 0.0f, 0.0f, 1.0f);	glTexCoord2f(0.0f, 0.0f); glVertex3f(-w, -h,  d);	glTexCoord2f(1.0f, 0.0f); glVertex3f( w, -h,  d);	glTexCoord2f(1.0f, 1.0f); glVertex3f( w,  h,  d);	glTexCoord2f(0.0f, 1.0f); glVertex3f(-w,  h,  d);		glNormal3f( 0.0f, 0.0f,-1.0f);		glTexCoord2f(1.0f, 0.0f); glVertex3f(-w, -h, -d);	glTexCoord2f(1.0f, 1.0f); glVertex3f(-w,  h, -d);	glTexCoord2f(0.0f, 1.0f); glVertex3f( w,  h, -d);	glTexCoord2f(0.0f, 0.0f); glVertex3f( w, -h, -d);	glNormal3f( 0.0f, 1.0f, 0.0f);	glTexCoord2f(0.0f, 1.0f); glVertex3f(-w,  h, -d);	glTexCoord2f(0.0f, 0.0f); glVertex3f(-w,  h,  d);	glTexCoord2f(1.0f, 0.0f); glVertex3f( w,  h,  d);	glTexCoord2f(1.0f, 1.0f); glVertex3f( w,  h, -d);		glNormal3f( 0.0f,-1.0f, 0.0f);	glTexCoord2f(1.0f, 1.0f); glVertex3f(-w, -h, -d);	glTexCoord2f(0.0f, 1.0f); glVertex3f( w, -h, -d);	glTexCoord2f(0.0f, 0.0f); glVertex3f( w, -h,  d);	glTexCoord2f(1.0f, 0.0f); glVertex3f(-w, -h,  d);	glNormal3f( 1.0f, 0.0f, 0.0f);	glTexCoord2f(1.0f, 0.0f); glVertex3f( w, -h, -d);	glTexCoord2f(1.0f, 1.0f); glVertex3f( w,  h, -d);	glTexCoord2f(0.0f, 1.0f); glVertex3f( w,  h,  d);	glTexCoord2f(0.0f, 0.0f); glVertex3f( w, -h,  d);	glNormal3f(-1.0f, 0.0f, 0.0f);	glTexCoord2f(0.0f, 0.0f); glVertex3f(-w, -h, -d);	glTexCoord2f(1.0f, 0.0f); glVertex3f(-w, -h,  d);	glTexCoord2f(1.0f, 1.0f); glVertex3f(-w,  h,  d);	glTexCoord2f(0.0f, 1.0f); glVertex3f(-w,  h, -d);	glEnd();}int main(int argc, char** argv){	int width = 800;	int height = 600;	SDL_Init(SDL_INIT_VIDEO);	SDL_SetVideoMode(width, height, 32, SDL_HWSURFACE | SDL_DOUBLEBUF | SDL_OPENGL);	glViewport(0, 0, width, height);	glMatrixMode(GL_PROJECTION);	gluPerspective(70, 4.0/3.0, 1.0, 100);	glMatrixMode(GL_MODELVIEW);	glEnable(GL_TEXTURE_2D);	int size = 128;	unsigned char* data = new unsigned char[4*size*size];	for(int i = 0; i < 4*size*size; ++i)		data[i] = rand()%256;		unsigned int id = 0;	glGenTextures(1, &id);	glBindTexture(GL_TEXTURE_2D, id);	glTexImage2D(GL_TEXTURE_2D, 0, 4, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);	for(;;)	{		SDL_Event e;		bool br = false;		while(SDL_PollEvent(&e))			if(e.type == SDL_QUIT)				br = true;		if(br) break;		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);		glLoadIdentity();		glTranslatef(0,0,-5);		glRotatef(15,1,0,0);		glRotatef(15,0,1,0);        glColor3f(1,1,1);		glBindTexture(GL_TEXTURE_2D, id);		RenderBox(1,1,1);		SDL_GL_SwapBuffers();	}	SDL_Quit();	return 0;}