void 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(); }