rendered paste bodyfunction widget:GetInfo() return { name = "!GL test", desc = "Indicator for the CommEnds state (at game start)", author = "q", date = "Jan 8, 2007", license = "GNU GPL, v2 or later", layer = -3, enabled = false -- loaded by default? }end----------------------------------------------------------------------------------------------------------------------------------------------------------------m = 0firstTime = trueA = { -1, 1, 1}B = { 1, 1, 1}C = { 1, -1, 1}D = { -1, -1, 1}E = { -1, 1, -1}F = { 1, 1, -1}G = { 1, -1, -1}H = { -1, -1, -1}local vsx, vsy = widgetHandler:GetViewSizes()function widget:Initialize() cubeListNumber = gl.CreateList(function() gl.BeginEnd(GL.QUADS, function() Cube(A, B, C, D, E, F, G, H) end ) end )endfunction widget:Shutdown() gl.DeleteList(cubeListNumber)endfunction widget:DrawScreen() m = m + 1 n = math.sin(m/100) gl.MatrixMode(GL.MODELVIEW) gl.PushMatrix() gl.Scale(44, 44, 44) gl.Translate( 9+n, 8+n, 20+2*n) gl.Rotate(m, 0, 1, 0) gl.Rotate(m, 0, 0, 1) gl.Culling( false ) gl.DepthTest( true ) gl.DepthMask( true ) gl.MatrixMode(GL.TEXTURE) gl.PushMatrix() gl.Rotate(-45, 0, 0, 1) gl.Texture("bitmaps/armsilo1.bmp") gl.CallList(cubeListNumber) gl.PopMatrix() gl.PopMatrix()endfunction Cube(A, B, C, D, E, F, G, H) Face(A, B, C, D) Face(E, F, G, H) Face(B, F, G, C) Face(A, E, H, D) Face(A, B, F, E) Face(D, C, G, H)endfunction Face(A, B, C, D) gl.TexCoord(-2, 2) gl.Vertex(A[1], A[2], A[3]) gl.TexCoord( 2, 2) gl.Vertex(B[1], B[2], B[3]) gl.TexCoord( 2,-2) gl.Vertex(C[1], C[2], C[3]) gl.TexCoord(-2,-2) gl.Vertex(D[1], D[2], D[3])end