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   | procedure bloc (x1,x2,y1,y2,z1,z2 : GLFloat; TexID1, TexID2, TexID3 : GLUint);
begin
    glBindTexture (GL_TEXTURE_2D, TexID1);
    glBegin(GL_QUADS);
 
      //gauche
      glTexCoord2i (1, 0);glVertex3f(   x2,  y1, z1);
      glTexCoord2i (0, 0);glVertex3f(   x1,  y1, z1);
      glTexCoord2i (0, 1);glVertex3f(   x1,  y1, z2);
      glTexCoord2i (1, 1);glVertex3f(   x2,  y1, z2);
      //droite
      glTexCoord2i (1, 1);glVertex3f(   x2,   y2, z2);
      glTexCoord2i (0, 1);glVertex3f(   x1,   y2, z2);
      glTexCoord2i (0, 0);glVertex3f(   x1,   y2, z1);
      glTexCoord2i (1, 0);glVertex3f(   x2,   y2, z1);
 
    glEnd();
 
    glBindTexture (GL_TEXTURE_2D, TexID2);
    glBegin(GL_QUADS);
      //Derriere
      glTexCoord2i (1, 0);glVertex3f(   x2,    y1, z2);
      glTexCoord2i (0, 0);glVertex3f(   x2,    y2, z2);
      glTexCoord2i (0, 1);glVertex3f(   x2,    y2, z1);
      glTexCoord2i (1, 1);glVertex3f(   x2,    y1, z1);
 
      //Face
      glTexCoord2i (1, 0);glVertex3f(   x1,    y1, z1);
      glTexCoord2i (0, 0);glVertex3f(   x1,    y2, z1);
      glTexCoord2i (0, 1);glVertex3f(   x1,    y2, z2);
      glTexCoord2i (1, 1);glVertex3f(   x1,    y1, z2);
    glEnd;
 
    glBindTexture (GL_TEXTURE_2D, TexID3);
    glBegin(GL_QUADS);
      //toit
      glTexCoord2i (0, 1);glVertex3f(   x1,    y1, z2);
      glTexCoord2i (1, 1);glVertex3f(   x2,    y1, z2);
      glTexCoord2i (1, 0);glVertex3f(   x2,    y2, z2);
      glTexCoord2i (0, 0);glVertex3f(   x1,    y2, z2);
    glEnd();
      ///sol
    glBegin(GL_QUADS);
      glVertex3f(   x1,    y1, z1);
      glVertex3f(   x1,    y2, z1);
      glVertex3f(   x2,    y2, z1);
      glVertex3f(   x2,    y1, z1);
    glEnd;
 
 
end;
 
 
 
 
 
procedure blocD (x1,x2,y1,y2,z1,z2,h : GLFloat; TexID1, TexID2, TexID3 : GLUint);
 
begin
    glBindTexture (GL_TEXTURE_2D, TexID1);
    glBegin(GL_QUADS);
 
      //gauche
      glTexCoord2i (1, 0);glVertex3f(   x2+h,  y1, z1+h);
      glTexCoord2i (0, 0);glVertex3f(   x1,  y1, z1);
      glTexCoord2i (0, 1);glVertex3f(   x1,  y1, z2);
      glTexCoord2i (1, 1);glVertex3f(   x2+h,  y1, z2+h);
      //droite
      glTexCoord2i (1, 1);glVertex3f(   x2+h,   y2, z2+h);
      glTexCoord2i (0, 1);glVertex3f(   x1,   y2, z2);
      glTexCoord2i (0, 0);glVertex3f(   x1,   y2, z1);
      glTexCoord2i (1, 0);glVertex3f(   x2+h,   y2, z1+h);
 
    glEnd();
 
    glBindTexture (GL_TEXTURE_2D, TexID2);
    glBegin(GL_QUADS);
      //Derriere
      glTexCoord2i (1, 0);glVertex3f(   x2+h,    y1, z2+h);
      glTexCoord2i (0, 0);glVertex3f(   x2+h,    y2, z2+h);
      glTexCoord2i (0, 1);glVertex3f(   x2+h,    y2, z1+h);
      glTexCoord2i (1, 1);glVertex3f(   x2+h,    y1, z1+h);
 
      //Face
      glTexCoord2i (1, 0);glVertex3f(   x1,    y1, z1);
      glTexCoord2i (0, 0);glVertex3f(   x1,    y2, z1);
      glTexCoord2i (0, 1);glVertex3f(   x1,    y2, z2);
      glTexCoord2i (1, 1);glVertex3f(   x1,    y1, z2);
    glEnd;
 
    glBindTexture (GL_TEXTURE_2D, TexID3);
    glBegin(GL_QUADS);
      //toit
      glTexCoord2i (0, 1);glVertex3f(   x1,    y1, z2);
      glTexCoord2i (1, 1);glVertex3f(   x2+h,    y1, z2+h);
      glTexCoord2i (1, 0);glVertex3f(   x2+h,    y2, z2+h);
      glTexCoord2i (0, 0);glVertex3f(   x1,    y2, z2);
    glEnd();
      ///sol
    glBegin(GL_QUADS);
      glVertex3f(   x1,    y1, z1);
      glVertex3f(   x1,    y2, z1);
      glVertex3f(   x2+h,    y2, z1+h);
      glVertex3f(   x2+h,    y1, z1+h);
    glEnd;
 
end; | 
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