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