// down //glBindTexture(GL_TEXTURE_2D, texture8->getID()); texture8->setActive(GL_TEXTURE7); glEnable(GL_TEXTURE_2D); glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex3f(x, y, z); glTexCoord2f(1.0f, 0.0f); glVertex3f(x, y, z+length); glTexCoord2f(1.0f, 1.0f); glVertex3f(x+width, y, z+length); glTexCoord2f(0.0f, 1.0f); glVertex3f(x+width, y, z); glEnd();