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| angle += 1;
float step = 1.0f/6.0f;
float size = 20;
glBindTexture(GL_TEXTURE_2D, texId);
glPushMatrix();
glRotatef(angle, 1, 1, 0);
glBegin(GL_QUADS);
glTexCoord2f(0,0);
glVertex3f(-size,-size,-size);
glTexCoord2f(step,0);
glVertex3f(+size,-size,-size);
glTexCoord2f(step,1);
glVertex3f(+size,+size,-size);
glTexCoord2f(0,1);
glVertex3f(-size,+size,-size);
glTexCoord2f(step,0);
glVertex3f(-size,-size,+size);
glTexCoord2f(step * 2,0);
glVertex3f(+size,-size,+size);
glTexCoord2f(step * 2,1);
glVertex3f(+size,+size,+size);
glTexCoord2f(step,1);
glVertex3f(-size,+size,+size);
glTexCoord2f(step * 2,0);
glVertex3f(+size,-size,-size);
glTexCoord2f(step * 3,0);
glVertex3f(+size,-size,+size);
glTexCoord2f(step * 3,1);
glVertex3f(+size,+size,+size);
glTexCoord2f(step * 2,1);
glVertex3f(+size,+size,-size);
glTexCoord2f(step * 3,0);
glVertex3f(-size,-size,-size);
glTexCoord2f(step * 4,0);
glVertex3f(-size,-size,+size);
glTexCoord2f(step * 4,1);
glVertex3f(-size,+size,+size);
glTexCoord2f(step * 3,1);
glVertex3f(-size,+size,-size);
glTexCoord2f(step * 4,0);
glVertex3f(-size,+size,-size);
glTexCoord2f(step * 5,0);
glVertex3f(+size,+size,-size);
glTexCoord2f(step * 5,1);
glVertex3f(+size,+size,+size);
glTexCoord2f(step * 4,1);
glVertex3f(-size,+size,+size);
glTexCoord2f(step * 5,0);
glVertex3f(-size,-size,+size);
glTexCoord2f(step * 6,0);
glVertex3f(+size,-size,+size);
glTexCoord2f(step * 6,1);
glVertex3f(+size,-size,-size);
glTexCoord2f(step * 5,1);
glVertex3f(-size,-size,-size);
glEnd();
glPopMatrix(); |