Can you add tex coords to this so textures will be displayed properly? For GLUT
//Top Surface(Back Left triangle then Front right triangle)
glBegin(GL_TRIANGLES)
glVertex3f(0.0,1.0,0.0);
glVertex3f(0.0,1.0,1.0);
glVertex3f(1.0,1.0,1.0);
glEnd();
glBegin(GL_TRIANGLES)
glVertex3f(0.0,1.0,0.0);
glVertex3f(1.0,1.0,0.0);
glVertex3f(1.0,1.0,1.0);
glEnd();
//Left Surface(Top left triangle then bottom right triangle)
glBegin(GL_TRIANGLES)
glVertex3f(0.0,1.0,0.0);
glVertex3f(0.0,1.0,1.0);
glVertex3f(0.0,0.0,1.0);
glEnd();
glBegin(GL_TRIANGLES)
glVertex3f(0.0,1.0,0.0);
glVertex3f(0.0,0.0,0.0);
glVertex3f(0.0,0.0,1.0);
glEnd();
//Front Surface(Top left triangle then bottom right triangle)
glBegin(GL_TRIANGLES)
glVertex3f(0.0,0.0,0.0);
glVertex3f(0.0,1.0,0.0);
glVertex3f(1.0,1.0,0.0);
glEnd();
glBegin(GL_TRIANGLES)
glVertex3f(0.0,0.0,0.0);
glVertex3f(1.0,0.0,0.0);
glVertex3f(1.0,1.0,0.0);
glEnd();
//Right Surface(Top left triangle then bottom right triangle)
glVertex3f(1.0,0.0,0.0);
glVertex3f(1.0,1.0,0.0);
glVertex3f(1.0,1.0,1.0);
glEnd();
glBegin(GL_TRIANGLES)
glVertex3f(1.0,0.0,0.0);
glVertex3f(1.0,0.0,1.0);
glVertex3f(1.0,1.0,1.0);
glEnd();
//Back Surface(Top left triangle then bottom right triangle)
glBegin(GL_TRIANGLES)
glVertex3f(0.0,1.0,1.0);
glVertex3f(1.0,1.0,1.0);
glVertex3f(1.0,0.0,1.0);
glEnd();
glBegin(GL_TRIANGLES)
glVertex3f(0.0,1.0,1.0);
glVertex3f(0.0,0.0,1.0);
glVertex3f(1.0,0.0,1.0);
glEnd();
//Bottom Surface(Back left triangle then Front right triangle)
glBegin(GL_TRIANGLES);
glVertex3f(0.0,0.0,0.0);
glVertex3f(0.0,0.0,1.0);
glVertex3f(1.0,0.0,1.0);
glBegin(GL_TRIANGLES);
glVertex3f(0.0,0.0,0.0);
glVertex3f(1.0,0.0,0.0);
glVertex3f(1.0,0.0,1.0);
glEnd();