cf292abb5f0c15220bf1664471aac1aa7dd44b13,java/brevis/graphics/BrSky.java,BrSky,draw,#BrCamera#,70
Before Change
clampToEdge();
GL11.glBindTexture(GL11.GL_TEXTURE_2D, textures.get(2).getTextureID());
GL11.glBegin(GL11.GL_QUADS);
GL11.glNormal3f(0f, 0f, -1f);
GL11.glTexCoord2f(1.0f, 0.0f); GL11.glVertex3f(-SkyboxUnit, -SkyboxUnit, -SkyboxUnit); // Bottom Right
GL11.glTexCoord2f(1.0f, 1.0f); GL11.glVertex3f(-SkyboxUnit, SkyboxUnit, -SkyboxUnit); // Top Right
GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f( SkyboxUnit, SkyboxUnit, -SkyboxUnit); // Top Left
GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex3f( SkyboxUnit, -SkyboxUnit, -SkyboxUnit); // Bottom Left
GL11.glEnd();
// Render the right quad
clampToEdge();
GL11.glBindTexture(GL11.GL_TEXTURE_2D, textures.get(3).getTextureID());
GL11.glBegin(GL11.GL_QUADS);
GL11.glNormal3f(-1f, 0f, 0f);
GL11.glTexCoord2f(1.0f, 0.0f); GL11.glVertex3f( SkyboxUnit, -SkyboxUnit, -SkyboxUnit); // Bottom Right
GL11.glTexCoord2f(1.0f, 1.0f); GL11.glVertex3f( SkyboxUnit, SkyboxUnit, -SkyboxUnit); // Top Right
GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f( SkyboxUnit, SkyboxUnit, SkyboxUnit); // Top Left
GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex3f( SkyboxUnit, -SkyboxUnit, SkyboxUnit); // Bottom Left
GL11.glEnd();
// Render the top quad
clampToEdge();
GL11.glBindTexture(GL11.GL_TEXTURE_2D, textures.get(4).getTextureID());
GL11.glBegin(GL11.GL_QUADS);
GL11.glNormal3f(0f, -1f, 0f);
GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f(-SkyboxUnit, SkyboxUnit, -SkyboxUnit); // Top Left
GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex3f(-SkyboxUnit, SkyboxUnit, SkyboxUnit); // Bottom Left
GL11.glTexCoord2f(1.0f, 0.0f); GL11.glVertex3f( SkyboxUnit, SkyboxUnit, SkyboxUnit); // Bottom Right
After Change
clampToEdge();
GL11.glBindTexture(GL11.GL_TEXTURE_2D, textures.get(0).getTextureID());
GL11.glBegin(GL11.GL_QUADS);
GL11.glNormal3f(0f, 0f, -1f);
GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex3f(-SkyboxUnit, -SkyboxUnit, SkyboxUnit); // Bottom Left
GL11.glTexCoord2f(1.0f, 0.0f); GL11.glVertex3f( SkyboxUnit, -SkyboxUnit, SkyboxUnit); // Bottom Right
GL11.glTexCoord2f(1.0f, 1.0f); GL11.glVertex3f( SkyboxUnit, SkyboxUnit, SkyboxUnit); // Top Right
GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f(-SkyboxUnit, SkyboxUnit, SkyboxUnit); // Top Left
GL11.glEnd();
// Render the left quad
clampToEdge();
GL11.glBindTexture(GL11.GL_TEXTURE_2D, textures.get(1).getTextureID());
GL11.glBegin(GL11.GL_QUADS);
GL11.glNormal3f(-1f, 0f, 0f);
GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex3f(-SkyboxUnit, -SkyboxUnit, -SkyboxUnit); // Bottom Left
GL11.glTexCoord2f(1.0f, 0.0f); GL11.glVertex3f(-SkyboxUnit, -SkyboxUnit, SkyboxUnit); // Bottom Right
GL11.glTexCoord2f(1.0f, 1.0f); GL11.glVertex3f(-SkyboxUnit, SkyboxUnit, SkyboxUnit); // Top Right
GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f(-SkyboxUnit, SkyboxUnit, -SkyboxUnit); // Top Left;
GL11.glEnd();
// Render the back quad
clampToEdge();
GL11.glBindTexture(GL11.GL_TEXTURE_2D, textures.get(2).getTextureID());
GL11.glBegin(GL11.GL_QUADS);
GL11.glNormal3f(0f, 0f, 1f);
GL11.glTexCoord2f(1.0f, 0.0f); GL11.glVertex3f(-SkyboxUnit, -SkyboxUnit, -SkyboxUnit); // Bottom Right
GL11.glTexCoord2f(1.0f, 1.0f); GL11.glVertex3f(-SkyboxUnit, SkyboxUnit, -SkyboxUnit); // Top Right
GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f( SkyboxUnit, SkyboxUnit, -SkyboxUnit); // Top Left
GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex3f( SkyboxUnit, -SkyboxUnit, -SkyboxUnit); // Bottom Left
GL11.glEnd();
// Render the right quad
clampToEdge();
GL11.glBindTexture(GL11.GL_TEXTURE_2D, textures.get(3).getTextureID());
GL11.glBegin(GL11.GL_QUADS);
GL11.glNormal3f(1f, 0f, 0f);
GL11.glTexCoord2f(1.0f, 0.0f); GL11.glVertex3f( SkyboxUnit, -SkyboxUnit, -SkyboxUnit); // Bottom Right
GL11.glTexCoord2f(1.0f, 1.0f); GL11.glVertex3f( SkyboxUnit, SkyboxUnit, -SkyboxUnit); // Top Right
GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f( SkyboxUnit, SkyboxUnit, SkyboxUnit); // Top Left
GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex3f( SkyboxUnit, -SkyboxUnit, SkyboxUnit); // Bottom Left
GL11.glEnd();
// Render the top quad
clampToEdge();
GL11.glBindTexture(GL11.GL_TEXTURE_2D, textures.get(4).getTextureID());
GL11.glBegin(GL11.GL_QUADS);
GL11.glNormal3f(0f, 1f, 0f);
GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f(-SkyboxUnit, SkyboxUnit, -SkyboxUnit); // Top Left
GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex3f(-SkyboxUnit, SkyboxUnit, SkyboxUnit); // Bottom Left
GL11.glTexCoord2f(1.0f, 0.0f); GL11.glVertex3f( SkyboxUnit, SkyboxUnit, SkyboxUnit); // Bottom Right
GL11.glTexCoord2f(1.0f, 1.0f); GL11.glVertex3f( SkyboxUnit, SkyboxUnit, -SkyboxUnit); // Top Right
GL11.glEnd();
// Render the bottom quad
clampToEdge();
GL11.glBindTexture(GL11.GL_TEXTURE_2D, textures.get(5).getTextureID());
GL11.glBegin(GL11.GL_QUADS);
GL11.glNormal3f(0f, -1f, 0f);
GL11.glTexCoord2f(1.0f, 1.0f); GL11.glVertex3f(-SkyboxUnit, -SkyboxUnit, -SkyboxUnit); // Top Right
GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f( SkyboxUnit, -SkyboxUnit, -SkyboxUnit); // Top Left
GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex3f( SkyboxUnit, -SkyboxUnit, SkyboxUnit); // Bottom Left