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Thread: Using Lighting with Textures..

  1. #1
    Junior Member Newbie
    Join Date
    May 2008
    Posts
    1

    Using Lighting with Textures..

    Hi to all,

    I have a problem with using lighting with textures.
    I want to use lighting with textures but i really confused about this, I finished my model and tried to use some lighting sources but it doesn't worked,
    Any suggestions about this ?

    If I should send the other files like textures or other classes please let me know..


    You can see my code below:

    Thanks.

    Code :
    /**********************************************************************
    ESC: exit
     
    CAMERA movement:
    w : forwards
    s : backwards
    a : turn left
    d : turn right
    x : turn up
    y : turn down
    v : strafe right
    c : strafe left
    r : move up
    f : move down
    b : switch between BfC and drawing the frontfaces wired
    ***********************************************************************/
     
    #include <GL\glut.h>
    #include <GL\glaux.h>		//Used for loading the textures
     
    #include "camera.h"
    #include "textures.h"
     
    CCamera Camera;
     
    GLfloat YRotated = 0.0;
     
    COGLTexture Tex1, Tex2, Tex3, Tex4, Tex5, Tex6, Tex7, Tex8, Tex9, Tex10, Tex11;
     
     
     
    void InitTextures(void)
    {
    	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
     
    	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
     
    	Tex1.LoadFromFile("a.bmp");
    	Tex2.LoadFromFile("e.bmp");
    	Tex3.LoadFromFile("d.bmp");
    	Tex4.LoadFromFile("c.bmp");
    	Tex5.LoadFromFile("c.bmp");
    	Tex6.LoadFromFile("duvar.bmp");
    	Tex7.LoadFromFile("zemin.bmp");
        Tex8.LoadFromFile("kapi1.bmp");
    	Tex9.LoadFromFile("kapi2.bmp");
    	Tex10.LoadFromFile("tavan.bmp");
    	Tex11.LoadFromFile("camli.bmp");
     
    	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
     
    }
     
    void DrawCube(void)
    {
    	//Draws a cube with two shaded, two one-colored and two textured faces
     
    	//glEnable(GL_CULL_FACE);
     
     
    	  glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
      //glEnable(GL_BLEND);
      //glColor4f(0.0,0.0,1.0,0.1);
    		//    glBegin(GL_QUADS);
    		//    //sol duvar:
    		//    
    		//	//glTexCoord2f(0.0,0.0);
    		//	glVertex3f(0.0,2.0,0.0);
    		//	//glTexCoord2f(0.0,1.0);
    		//	glVertex3f(0.0,2.0,-50.0);
    		//	//glTexCoord2f(1.0,1.0);
    		//	glVertex3f(8.24,2.0,-50.0);
    		//	//glTexCoord2f(1.0,0.0);
    		//	glVertex3f(8.24,2.0,0.0);
    		//glEnd();
     
     
     
    		    // 0  zemin
    			glEnable(GL_TEXTURE_2D);
     
    		    Tex7.SetActive();
    		    //Tex3.SetActive();
    		    glBegin(GL_QUADS);
    		    //sol duvar:
    		    glColor3f(1.0f,0.0f,0.0f); // Red
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(0.0,0.0,0.0);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(0.0,0.0,-50.0);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(18.24,0.0,-50.0);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(18.24,0.0,0.0);
    		glEnd();
    			//Tex3.SetActive();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(1.0f,0.0f,0.0f); // Red
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(0.0,0.0,0.0);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(18.24,0.0,0.0);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(18.24,0.0,-50.0);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(0.0,0.0,-50.0);
    		glEnd();
    		glDisable(GL_TEXTURE_2D);
     
    		// 0 tavan
    			glEnable(GL_TEXTURE_2D);
    		Tex10.SetActive();
    		//Tex3.SetActive();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(1.0f,0.0f,0.0f); // Red
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(0.0,3.51,0.0);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(0.0,3.51,-36.02);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(18.24,3.51,-36.02);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(18.24,3.51,0.0);
    		glEnd();
    			//Tex3.SetActive();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(1.0f,0.0f,0.0f); // Red
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(0.0,3.51,0.0);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(18.24,3.51,0.0);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(18.24,3.51,-36.02);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(0.0,3.51,-36.02);
    		glEnd();
    		glDisable(GL_TEXTURE_2D);
     
    	    // 1
    			glEnable(GL_TEXTURE_2D);
    		Tex6.SetActive();
    		//Tex3.SetActive();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(1.0f,0.0f,0.0f); // Red
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(6.30,0.0,0.0);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(6.30,1.0,0.0);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(8.24,1.0,0.0);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(8.24,0.0,0.0);
     
    		glEnd();
     
    			//Tex3.SetActive();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(1.0f,0.0f,0.0f); // Red
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(6.30,0.0,0.0);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(8.24,0.0,0.0);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(8.24,1.0,0.0);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(6.30,1.0,0.0);
    		glEnd();
    		glDisable(GL_TEXTURE_2D);
     
            // 2
    				glEnable(GL_TEXTURE_2D);
    		Tex6.SetActive();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.0f,1.0f,0.0f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(6.30,0.0,0.0);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(6.30,1.0,0.0);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(6.30,1.0,-2.58);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(6.30,0.0,-2.58);
     
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.0f,1.0f,0.0f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(6.30,0.0,0.0);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(6.30,0.0,-2.58);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(6.30,1.0,-2.58);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(6.30,1.0,0.0);
    		glEnd();
    		glDisable(GL_TEXTURE_2D);
     
    		// 3
    				glEnable(GL_TEXTURE_2D);
    		Tex6.SetActive();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.0f,0.0f,1.0f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(6.30,0.0,-2.58);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(6.30,1.0,-2.58);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(0.0,1.0,-2.58);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(0.0,0.0,-2.58);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.0f,0.0f,1.0f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(6.30,0.0,-2.58);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(0.0,0.0,-2.58);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(0.0,1.0,-2.58);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(6.30,1.0,-2.58);
    		glEnd();
    		glDisable(GL_TEXTURE_2D);
     
    		// 4
    				glEnable(GL_TEXTURE_2D);
    		Tex6.SetActive();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(1.0f,0.0f,0.0f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(0.0,0.0,-2.58);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(0.0,3.51,-2.58);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(0.0,3.51,-6.46);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(0.0,0.0,-6.46);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(1.0f,0.0f,0.0f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(0.0,0.0,-2.58);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(0.0,0.0,-6.46);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(0.0,3.51,-6.46);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(0.0,3.51,-2.58);
    		glEnd();
    		glDisable(GL_TEXTURE_2D);
     
     
    		// 5
    				glEnable(GL_TEXTURE_2D);
    		Tex6.SetActive();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.0f,1.0f,0.0f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(0.0,0.0,-6.46);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(0.0,3.51,-6.46);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(4.30,3.51,-6.46);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(4.30,0.0,-6.46);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.0f,1.0f,0.0f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(0.0,0.0,-6.46);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(4.30,0.0,-6.46);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(4.30,3.51,-6.46);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(0.0,3.51,-6.46);
    		glEnd();
    		glDisable(GL_TEXTURE_2D);
     
     
    				// 6
    				glEnable(GL_TEXTURE_2D);
    		Tex6.SetActive();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.807f,0.80f,0.341f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(4.30,0.0,-6.46);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(4.30,3.51,-6.46);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(4.30,3.51,-8.52);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(4.30,0.0,-8.52);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.807f,0.80f,0.341f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(4.30,0.0,-6.46);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(4.30,0.0,-8.52);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(4.30,3.51,-8.52);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(4.30,3.51,-6.46);
    		glEnd();
    		glDisable(GL_TEXTURE_2D);
     
     
     
    		// 7
    		glEnable(GL_TEXTURE_2D);
    		Tex6.SetActive();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(8.24,0.0,0.0);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(8.24,3.51,0.0);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(8.24,3.51,-8.52);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(8.24,0.0,-8.52);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(8.24,0.0,0.0);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(8.24,0.0,-8.52);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(8.24,3.51,-8.52);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(8.24,3.51,0.0);
    		glEnd();
    		glDisable(GL_TEXTURE_2D);
     
     
     
    		// 8 sanayi i&amp;#351;lem lab&amp;#305; kap&amp;#305;s&amp;#305;
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.90f,0.42f,0.15f);
    			glVertex3f(8.235,0.0,-6.21);
    			glVertex3f(8.235,2.31,-6.21);
    			glVertex3f(8.235,2.31,-8.12);
    			glVertex3f(8.235,0.0,-8.12);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.90f,0.42f,0.15f); 
    			glVertex3f(8.235,0.0,-6.21);
    			glVertex3f(8.235,0.0,-8.12);
    			glVertex3f(8.235,2.31,-8.12);
    			glVertex3f(8.235,2.31,-6.21);
    		glEnd();
    	    // kap&amp;#305;n&amp;#305;n ic kismi buraya texture gelecek..
    	    glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glVertex3f(8.23,0.01,-6.23);
    			glVertex3f(8.23,2.29,-6.23);
    			glVertex3f(8.23,2.29,-8.10);
    			glVertex3f(8.23,0.01,-8.10);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glVertex3f(8.23,0.01,-6.23);
    			glVertex3f(8.23,0.01,-8.10);
    			glVertex3f(8.23,2.29,-8.10);
    			glVertex3f(8.23,2.29,-6.23);
    		glEnd();
     
     
    		// 9
    		glEnable(GL_TEXTURE_2D);
    		Tex6.SetActive();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(4.30,0.0,-8.52);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(4.30,3.51,-8.52);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(4.30,3.51,-9.42);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(4.30,0.0,-9.42);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(4.30,0.0,-8.52);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(4.30,0.0,-9.42);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(4.30,3.51,-9.42);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(4.30,3.51,-8.52);
    		glEnd();
    		glDisable(GL_TEXTURE_2D);
     
     
    		// 10
    		glEnable(GL_TEXTURE_2D);
    		Tex6.SetActive();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(4.30,0.0,-9.42);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(4.30,3.51,-9.42);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(4.09,3.51,-9.42);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(4.09,0.0,-9.42);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(4.30,0.0,-9.42);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(4.09,0.0,-9.42);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(4.09,3.51,-9.42);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(4.30,3.51,-9.42);
    		glEnd();
    		glDisable(GL_TEXTURE_2D);
     
     
            // 11
    		glEnable(GL_TEXTURE_2D);
    		Tex6.SetActive();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(4.30,0.0,-11.97);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(4.30,3.51,-11.97);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(4.09,3.51,-11.97);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(4.09,0.0,-11.97);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(4.30,0.0,-11.97);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(4.09,0.0,-11.97);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(4.09,3.51,-11.97);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(4.30,3.51,-11.97);
    		glEnd();
    		glDisable(GL_TEXTURE_2D);
     
     
    		// 12
    		glEnable(GL_TEXTURE_2D);
    		Tex6.SetActive();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(4.30,0.0,-11.97);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(4.30,3.51,-11.97);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(4.30,3.51,-12.39);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(4.30,0.0,-12.39);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(4.30,0.0,-11.97);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(4.30,0.0,-12.39);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(4.30,3.51,-12.39);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(4.30,3.51,-11.97);
    		glEnd();
    		glDisable(GL_TEXTURE_2D);
     
     
    		// 13
    		glEnable(GL_TEXTURE_2D);
    		Tex6.SetActive();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(4.30,0.0,-12.39);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(4.30,3.51,-12.39);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(4.09,3.51,-12.39);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(4.09,0.0,-12.39);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(4.30,0.0,-12.39);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(4.09,0.0,-12.39);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(4.09,3.51,-12.39);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(4.30,3.51,-12.39);
    		glEnd();
    		glDisable(GL_TEXTURE_2D);
     
     
    		// 14
    		glEnable(GL_TEXTURE_2D);
    		Tex6.SetActive();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(4.09,0.0,-15.03);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(4.09,3.51,-15.03);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(5.10,3.51,-15.03);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(5.10,0.0,-15.03);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(4.09,0.0,-15.03);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(5.10,0.0,-15.03);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(5.10,3.51,-15.03);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(4.09,3.51,-15.03);
    		glEnd();
    		glDisable(GL_TEXTURE_2D);
     
     
    	    // 15
    		glEnable(GL_TEXTURE_2D);
    		Tex6.SetActive();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(8.24,0.0,-8.52);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(8.24,3.51,-8.52);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(8.24,3.51,-15.03);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(8.24,0.0,-15.03);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(8.24,0.0,-8.52);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(8.24,0.0,-15.03);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(8.24,3.51,-15.03);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(8.24,3.51,-8.52);
    		glEnd();
    		glDisable(GL_TEXTURE_2D);
     
     
    		// 16 goruntu isleme lab&amp;#305; kap&amp;#305;s&amp;#305;
     
     
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.90f,0.42f,0.15f);
    			glVertex3f(8.235,0.0,-10.97);
    			glVertex3f(8.235,2.31,-10.97);
    			glVertex3f(8.235,2.31,-11.92);
    			glVertex3f(8.235,0.0,-11.92);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.90f,0.42f,0.15f); 
    			glVertex3f(8.235,0.0,-10.97);
    			glVertex3f(8.235,0.0,-11.92);
    			glVertex3f(8.235,2.31,-11.92);
    			glVertex3f(8.235,2.31,-10.97);
    		glEnd();
    	    // kap&amp;#305;n&amp;#305;n ic kismi buraya texture gelecek..
    		glEnable(GL_TEXTURE_2D);
    		Tex8.SetActive();
    	    glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(8.23,0.01,-10.99);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(8.23,2.29,-10.99);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(8.23,2.29,-11.90);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(8.23,0.01,-11.90);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f);
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(8.23,0.01,-10.99);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(8.23,0.01,-11.90);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(8.23,2.29,-11.90);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(8.23,2.29,-10.99);
    		glEnd();
    		glDisable(GL_TEXTURE_2D);
     
     
    		// 17
    		glEnable(GL_TEXTURE_2D);
    		Tex6.SetActive();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(5.10,0.0,-15.03);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(5.10,3.51,-15.03);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(5.10,3.51,-15.45);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(5.10,0.0,-15.45);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(5.10,0.0,-15.03);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(5.10,0.0,-15.45);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(5.10,3.51,-15.45);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(5.10,3.51,-15.03);
    		glEnd();
    		glDisable(GL_TEXTURE_2D);
     
    		// 18
    		//glEnable(GL_TEXTURE_2D);
    		//Tex6.SetActive();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.90f,0.42f,0.15f);
    		//	glTexCoord2f(0.0,0.0);
    			glVertex3f(5.10,0.0,-15.45);
    		//	glTexCoord2f(0.0,1.0);
    			glVertex3f(5.10,3.51,-15.45);
    		//	glTexCoord2f(1.0,1.0);
    			glVertex3f(4.85,3.51,-15.45);
    		//	glTexCoord2f(1.0,0.0);
    			glVertex3f(4.85,0.0,-15.45);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.90f,0.42f,0.15f);
    		//	glTexCoord2f(0.0,0.0);
    			glVertex3f(5.10,0.0,-15.45);
    		//	glTexCoord2f(0.0,1.0);
    			glVertex3f(4.85,0.0,-15.45);
    		//	glTexCoord2f(1.0,1.0);
    			glVertex3f(4.85,3.51,-15.45);
    		//	glTexCoord2f(1.0,0.0);
    			glVertex3f(5.10,3.51,-15.45);
    		glEnd();
    		//glDisable(GL_TEXTURE_2D);
     
    		// 19
    		glEnable(GL_TEXTURE_2D);
    		Tex9.SetActive();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(4.85,0.0,-15.45);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(4.85,2.31,-15.45);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(4.85,2.31,-16.40);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(4.85,0.0,-16.40);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(4.85,0.0,-15.45);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(4.85,0.0,-16.40);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(4.85,2.31,-16.40);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(4.85,2.31,-15.45);
    		glEnd();
    		glDisable(GL_TEXTURE_2D);
     
    		// 20
    		//glEnable(GL_TEXTURE_2D);
    		//Tex6.SetActive();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.90f,0.42f,0.15f);
    		//	glTexCoord2f(0.0,0.0);
    			glVertex3f(5.10,0.0,-16.40);
    		//	glTexCoord2f(0.0,1.0);
    			glVertex3f(5.10,3.51,-16.40);
    		//	glTexCoord2f(1.0,1.0);
    			glVertex3f(4.85,3.51,-16.40);
    		//	glTexCoord2f(1.0,0.0);
    			glVertex3f(4.85,0.0,-16.40);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.90f,0.42f,0.15f);
    		//	glTexCoord2f(0.0,0.0);
    			glVertex3f(5.10,0.0,-16.40);
    		//	glTexCoord2f(0.0,1.0);
    			glVertex3f(4.85,0.0,-16.40);
    		//	glTexCoord2f(1.0,1.0);
    			glVertex3f(4.85,3.51,-16.40);
    		//	glTexCoord2f(1.0,0.0);
    			glVertex3f(5.10,3.51,-16.40);
    		glEnd();
    		//glDisable(GL_TEXTURE_2D);
     
     
    		// 21
    		glEnable(GL_TEXTURE_2D);
    		Tex6.SetActive();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(5.10,0.0,-16.40);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(5.10,3.51,-16.40);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(5.10,3.51,-22.60);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(5.10,0.0,-22.60);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(5.10,0.0,-16.40);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(5.10,0.0,-22.60);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(5.10,3.51,-22.60);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(5.10,3.51,-16.40);
    		glEnd();
    		glDisable(GL_TEXTURE_2D);
     
    		// 22
    		//glEnable(GL_TEXTURE_2D);
    		//Tex6.SetActive();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.90f,0.42f,0.15f);
    		//	glTexCoord2f(0.0,0.0);
    			glVertex3f(5.10,0.0,-22.60);
    		//	glTexCoord2f(0.0,1.0);
    			glVertex3f(5.10,3.51,-22.60);
    		//	glTexCoord2f(1.0,1.0);
    			glVertex3f(4.85,3.51,-22.60);
    		//	glTexCoord2f(1.0,0.0);
    			glVertex3f(4.85,0.0,-22.60);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.90f,0.42f,0.15f);
    		//	glTexCoord2f(0.0,0.0);
    			glVertex3f(5.10,0.0,-22.60);
    		//	glTexCoord2f(0.0,1.0);
    			glVertex3f(4.85,0.0,-22.60);
    		//	glTexCoord2f(1.0,1.0);
    			glVertex3f(4.85,3.51,-22.60);
    		//	glTexCoord2f(1.0,0.0);
    			glVertex3f(5.10,3.51,-22.60);
    		glEnd();
    		//glDisable(GL_TEXTURE_2D);
     
    		// 23
    		glEnable(GL_TEXTURE_2D);
    		Tex9.SetActive();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(4.85,0.0,-22.60);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(4.85,2.31,-22.60);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(4.85,2.31,-23.55);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(4.85,0.0,-23.55);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(4.85,0.0,-22.60);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(4.85,0.0,-23.55);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(4.85,2.31,-23.55);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(4.85,2.31,-22.60);
    		glEnd();
    		glDisable(GL_TEXTURE_2D);
     
    		// 24
    		//glEnable(GL_TEXTURE_2D);
    		//Tex6.SetActive();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.90f,0.42f,0.15f);
    			//glTexCoord2f(0.0,0.0);
    			glVertex3f(5.10,0.0,-23.55);
    			//glTexCoord2f(0.0,1.0);
    			glVertex3f(5.10,3.51,-23.55);
    			//glTexCoord2f(1.0,1.0);
    			glVertex3f(4.85,3.51,-23.55);
    			//glTexCoord2f(1.0,0.0);
    			glVertex3f(4.85,0.0,-23.55);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.90f,0.42f,0.15f);
    			//glTexCoord2f(0.0,0.0);
    			glVertex3f(5.10,0.0,-23.55);
    			//glTexCoord2f(0.0,1.0);
    			glVertex3f(4.85,0.0,-23.55);
    			//glTexCoord2f(1.0,1.0);
    			glVertex3f(4.85,3.51,-23.55);
    			//glTexCoord2f(1.0,0.0);
    			glVertex3f(5.10,3.51,-23.55);
    		glEnd();
    		//glDisable(GL_TEXTURE_2D);
     
     
    		// 25
    		glEnable(GL_TEXTURE_2D);
    		Tex6.SetActive();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(5.10,0.0,-23.55);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(5.10,3.51,-23.55);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(5.10,3.51,-24.01);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(5.10,0.0,-24.01);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(5.10,0.0,-23.55);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(5.10,0.0,-24.01);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(5.10,3.51,-24.01);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(5.10,3.51,-23.55);
    		glEnd();
    		glDisable(GL_TEXTURE_2D);
     
    		// 26
    		glEnable(GL_TEXTURE_2D);
    		Tex6.SetActive();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(8.24,0.0,-19.5);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(8.24,3.51,-19.5);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(8.24,3.51,-24.10);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(8.24,0.0,-24.10);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(8.24,0.0,-19.5);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(8.24,0.0,-24.10);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(8.24,3.51,-24.10);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(8.24,3.51,-19.5);
    		glEnd();
    		glDisable(GL_TEXTURE_2D);
     
    		// 27
    		glEnable(GL_TEXTURE_2D);
    		Tex6.SetActive();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(8.24,0.0,-19.5);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(8.24,3.51,-19.5);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(14.13,3.51,-19.5);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(14.13,0.0,-19.5);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(8.24,0.0,-19.5);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(14.13,0.0,-19.5);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(14.13,3.51,-19.5);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(8.24,3.51,-19.5);
    		glEnd();
    		glDisable(GL_TEXTURE_2D);
     
     
    		// 28
    		glEnable(GL_TEXTURE_2D);
    		Tex6.SetActive();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(8.59,0.0,-18.07);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(8.59,3.51,-18.07);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(14.13,3.51,-18.07);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(14.13,0.0,-18.07);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(8.59,0.0,-18.07);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(14.13,0.0,-18.07);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(14.13,3.51,-18.07);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(8.59,3.51,-18.07);
    		glEnd();
    		glDisable(GL_TEXTURE_2D);
     
    		// 29
    		glEnable(GL_TEXTURE_2D);
    		Tex6.SetActive();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(8.59,0.0,-18.07);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(8.59,3.51,-18.07);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(8.59,3.51,-18.28);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(8.59,0.0,-18.28);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(8.59,0.0,-18.07);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(8.59,0.0,-18.28);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(8.59,3.51,-18.28);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(8.59,3.51,-18.07);
    		glEnd();
    		glDisable(GL_TEXTURE_2D);
     
    		// 30
    		glEnable(GL_TEXTURE_2D);
    		Tex6.SetActive();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(8.24,0.0,-18.28);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(8.24,3.51,-18.28);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(8.59,3.51,-18.28);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(8.59,0.0,-18.28);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(8.24,0.0,-18.28);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(8.59,0.0,-18.28);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(8.59,3.51,-18.28);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(8.24,3.51,-18.28);
    		glEnd();
    		glDisable(GL_TEXTURE_2D);
     
    		// 31
    		glEnable(GL_TEXTURE_2D);
    		Tex6.SetActive();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(8.24,0.0,-15.03);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(8.24,3.51,-15.03);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(8.24,3.51,-18.28);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(8.24,0.0,-18.28);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(8.24,0.0,-15.03);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(8.24,0.0,-18.28);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(8.24,3.51,-18.28);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(8.24,3.51,-15.03);
    		glEnd();
    		glDisable(GL_TEXTURE_2D);
     
    		// 32 t&amp;#305;bbi bili&amp;#351;im lab&amp;#305; kap&amp;#305;s&amp;#305;
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.90f,0.42f,0.15f);
    			glVertex3f(8.235,0.0,-15.45);
    			glVertex3f(8.235,2.31,-15.45);
    			glVertex3f(8.235,2.31,-16.40);
    			glVertex3f(8.235,0.0,-16.40);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.90f,0.42f,0.15f); 
    			glVertex3f(8.235,0.0,-15.45);
    			glVertex3f(8.235,0.0,-16.40);
    			glVertex3f(8.235,2.31,-16.40);
    			glVertex3f(8.235,2.31,-15.45);
    		glEnd();
    	    // kap&amp;#305;n&amp;#305;n ic kismi buraya texture gelecek..
    		glEnable(GL_TEXTURE_2D);
    		Tex8.SetActive();
    	    glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(8.23,0.01,-15.47);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(8.23,2.29,-15.47);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(8.23,2.29,-16.38);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(8.23,0.01,-16.38);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f);
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(8.23,0.01,-15.47);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(8.23,0.01,-16.38);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(8.23,2.29,-16.38);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(8.23,2.29,-15.47);
    		glEnd();
    		glDisable(GL_TEXTURE_2D);
     
    				// 33
    		glEnable(GL_TEXTURE_2D);
    		Tex6.SetActive();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(14.13,0.0,-18.07);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(14.13,3.51,-18.07);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(14.13,3.51,-19.50);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(14.13,0.0,-19.50);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(14.13,0.0,-18.07);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(14.13,0.0,-19.50);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(14.13,3.51,-19.50);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(14.13,3.51,-18.07);
    		glEnd();
    		glDisable(GL_TEXTURE_2D);
     
    		// 34
    		glEnable(GL_TEXTURE_2D);
    		Tex6.SetActive();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(5.10,0.0,-24.01);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(5.10,3.51,-24.01);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(4.09,3.51,-24.01);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(4.09,0.0,-24.01);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(5.10,0.0,-24.01);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(4.09,0.0,-24.01);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(4.09,3.51,-24.01);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(5.10,3.51,-24.01);
    		glEnd();
    		glDisable(GL_TEXTURE_2D);
     
     
    		// 35
    		glEnable(GL_TEXTURE_2D);
    		Tex11.SetActive();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(4.09,0.0,-24.01);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(4.09,3.51,-24.01);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(4.09,3.51,-26.78);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(4.09,0.0,-26.78);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(4.09,0.0,-24.01);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(4.09,0.0,-26.78);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(4.09,3.51,-26.78);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(4.09,3.51,-24.01);
    		glEnd();
    		glDisable(GL_TEXTURE_2D);
     
     
    		// 36
    		glEnable(GL_TEXTURE_2D);
    		Tex6.SetActive();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(4.09,0.0,-26.78);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(4.09,3.51,-26.78);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(4.30,3.51,-26.78);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(4.30,0.0,-26.78);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(4.09,0.0,-26.78);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(4.30,0.0,-26.78);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(4.30,3.51,-26.78);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(4.09,3.51,-26.78);
    		glEnd();
    		glDisable(GL_TEXTURE_2D);
     
    		// 38
    		glEnable(GL_TEXTURE_2D);
    		Tex6.SetActive();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(4.09,0.0,-27.23);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(4.09,3.51,-27.23);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(4.30,3.51,-27.23);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(4.30,0.0,-27.23);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(4.09,0.0,-27.23);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(4.30,0.0,-27.23);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(4.30,3.51,-27.23);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(4.09,3.51,-27.23);
    		glEnd();
    		glDisable(GL_TEXTURE_2D);
     
     
    		// 39
    		glEnable(GL_TEXTURE_2D);
    		Tex11.SetActive();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(4.09,0.0,-27.23);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(4.09,3.51,-27.23);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(4.09,3.51,-29.77);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(4.09,0.0,-29.77);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(4.09,0.0,-27.23);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(4.09,0.0,-29.77);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(4.09,3.51,-29.77);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(4.09,3.51,-27.23);
    		glEnd();
    		glDisable(GL_TEXTURE_2D);
     
    		// 40
    		glEnable(GL_TEXTURE_2D);
    		Tex6.SetActive();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(4.09,0.0,-29.77);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(4.09,3.51,-29.77);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(4.30,3.51,-29.77);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(4.30,0.0,-29.77);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(4.09,0.0,-29.77);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(4.30,0.0,-29.77);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(4.30,3.51,-29.77);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(4.09,3.51,-29.77);
    		glEnd();
    		glDisable(GL_TEXTURE_2D);
     
     
    		// 40
    		glEnable(GL_TEXTURE_2D);
    		Tex6.SetActive();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(4.30,0.0,-26.78);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(4.30,3.51,-26.78);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(4.30,3.51,-27.23);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(4.30,0.0,-27.23);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(4.30,0.0,-26.78);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(4.30,0.0,-27.23);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(4.30,3.51,-27.23);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(4.30,3.51,-26.78);
    		glEnd();
    		glDisable(GL_TEXTURE_2D);
     
    		// 41
    		glEnable(GL_TEXTURE_2D);
    		Tex6.SetActive();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(8.24,0.0,-24.01);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(8.24,3.51,-24.01);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(8.24,3.51,-29.77);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(8.24,0.0,-29.77);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(8.24,0.0,-24.01);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(8.24,0.0,-29.77);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(8.24,3.51,-29.77);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(8.24,3.51,-24.01);
    		glEnd();
    		glDisable(GL_TEXTURE_2D);
     
     
    		// 44
    		glEnable(GL_TEXTURE_2D);
    		Tex6.SetActive();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(4.3,0.0,-29.77);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(4.3,3.51,-29.77);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(4.3,3.51,-32.72);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(4.3,0.0,-32.72);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(4.3,0.0,-29.77);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(4.3,0.0,-32.72);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(4.3,3.51,-32.72);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(4.3,3.51,-29.77);
    		glEnd();
    		glDisable(GL_TEXTURE_2D);
     
     
    		// 45
    		glEnable(GL_TEXTURE_2D);
    		Tex6.SetActive();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(4.3,0.0,-32.72);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(4.3,3.51,-32.72);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(0.0,3.51,-32.72);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(0.0,0.0,-32.72);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(4.3,0.0,-32.72);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(0.0,0.0,-32.72);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(0.0,3.51,-32.72);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(4.3,3.51,-32.72);
    		glEnd();
    		glDisable(GL_TEXTURE_2D);
     
    		// 46
    		glEnable(GL_TEXTURE_2D);
    		Tex6.SetActive();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(0.0,0.0,-32.72);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(0.0,3.51,-32.72);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(0.0,3.51,-36.02);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(0.0,0.0,-36.02);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(0.0,0.0,-32.72);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(0.0,0.0,-36.02);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(0.0,3.51,-36.02);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(0.0,3.51,-32.72);
    		glEnd();
    		glDisable(GL_TEXTURE_2D);
     
     
    		// 47
    		glEnable(GL_TEXTURE_2D);
    		Tex6.SetActive();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(0.0,0.0,-36.02);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(0.0,3.51,-36.02);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(8.24,3.51,-36.02);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(8.24,0.0,-36.02);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(0.0,0.0,-36.02);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(8.24,0.0,-36.02);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(8.24,3.51,-36.02);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(0.0,3.51,-36.02);
    		glEnd();
    		glDisable(GL_TEXTURE_2D);
     
     
    		// 48 sistem odasi kap&amp;#305;s&amp;#305;
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.90f,0.42f,0.15f);
    			glVertex3f(2.67,0.0,-36.017);
    			glVertex3f(2.67,2.31,-36.017);
    			glVertex3f(3.62,2.31,-36.017);
    			glVertex3f(3.62,0.0,-36.017);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.90f,0.42f,0.15f); 
    			glVertex3f(2.67,0.0,-36.017);
    			glVertex3f(3.62,0.0,-36.017);
    			glVertex3f(3.62,2.31,-36.017);
    			glVertex3f(2.67,2.31,-36.017);
    		glEnd();
    	    // kap&amp;#305;n&amp;#305;n ic kismi buraya texture gelecek..
    		glEnable(GL_TEXTURE_2D);
    		Tex8.SetActive();
    	    glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(2.69,0.01,-36.015);
    			glTexCoord2f(0.0,01.0);
    			glVertex3f(2.69,2.29,-36.015);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(3.60,2.29,-36.015);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(3.60,0.01,-36.015);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f);
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(2.69,0.01,-36.015);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(3.60,0.01,-36.015);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(3.60,2.29,-36.015);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(2.69,2.29,-36.015);
    		glEnd();
    		glDisable(GL_TEXTURE_2D);
     
     
    		// 50 ogrenci uygulama lab&amp;#305; kap&amp;#305;s&amp;#305;
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.90f,0.42f,0.15f);
    			glVertex3f(8.235,0.0,-33.76);
    			glVertex3f(8.235,2.31,-33.76);
    			glVertex3f(8.235,2.31,-35.71);
    			glVertex3f(8.235,0.0,-35.71);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.90f,0.42f,0.15f); 
    			glVertex3f(8.235,0.0,-33.76);
    			glVertex3f(8.235,0.0,-35.71);
    			glVertex3f(8.235,2.31,-35.71);
    			glVertex3f(8.235,2.31,-33.76);
    		glEnd();
    	    // kap&amp;#305;n&amp;#305;n ic kismi buraya texture gelecek..
    	    glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glVertex3f(8.23,0.0,-33.78);
    			glVertex3f(8.23,2.31,-33.78);
    			glVertex3f(8.23,2.31,-35.69);
    			glVertex3f(8.23,0.0,-35.69);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glVertex3f(8.23,0.0,-33.78);
    			glVertex3f(8.23,0.0,-35.69);
    			glVertex3f(8.23,2.31,-35.69);
    			glVertex3f(8.23,2.31,-33.78);
    		glEnd();
     
     
    		// 49
    		glEnable(GL_TEXTURE_2D);
    		Tex6.SetActive();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(8.24,0.0,-29.77);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(8.24,3.51,-29.77);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(8.24,3.51,-36.02);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(8.24,0.0,-36.02);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(8.24,0.0,-29.77);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(8.24,0.0,-36.02);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(8.24,3.51,-36.02);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(8.24,3.51,-29.77);
    		glEnd();
    		glDisable(GL_TEXTURE_2D);
     
    		// 51
    		glEnable(GL_TEXTURE_2D);
    		Tex11.SetActive();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(4.09,0.0,-12.39);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(4.09,3.51,-12.39);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(4.09,3.51,-15.03);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(4.09,0.0,-15.03);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(4.09,0.0,-12.39);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(4.09,0.0,-15.03);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(4.09,3.51,-15.03);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(4.09,3.51,-12.39);
    		glEnd();
    		glDisable(GL_TEXTURE_2D);
     
    		// 35
    		glEnable(GL_TEXTURE_2D);
    		Tex11.SetActive();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(4.09,0.0,-9.42);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(4.09,3.51,-9.42);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(4.09,3.51,-11.97);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(4.09,0.0,-11.97);
    		glEnd();
    		glBegin(GL_QUADS);
    		  //sol duvar:
    		glColor3f(0.82f,0.82f,0.35f); 
    			glTexCoord2f(0.0,0.0);
    			glVertex3f(4.09,0.0,-9.42);
    			glTexCoord2f(0.0,1.0);
    			glVertex3f(4.09,0.0,-11.97);
    			glTexCoord2f(1.0,1.0);
    			glVertex3f(4.09,3.51,-11.97);
    			glTexCoord2f(1.0,0.0);
    			glVertex3f(4.09,3.51,-9.42);
    		glEnd();
    		glDisable(GL_TEXTURE_2D);
    }
     
     
    void DrawEngel(void)
    {
    	//Draws a cube with two shaded, two one-colored and two textured faces
    	glEnable(GL_TEXTURE_2D);	
    	 	Tex3.SetActive();
    	glBegin(GL_QUADS);
     
    		glTexCoord2f(0.0,0.0);
    		glVertex3f(6.0,0.0,-20.0);
    		glTexCoord2f(0.0,1.0);
    		glVertex3f(10.0,0.0,-20.0);
    	    glTexCoord2f(1.0,1.0);
    		glVertex3f(10.0,0.0,-24.0);
    	    glTexCoord2f(1.0,0.0);
    		glVertex3f(6.0,0.0,-24.0);
     
    	glEnd();
     
    		glBegin(GL_QUADS);
     
    		glTexCoord2f(0.0,0.0);
    		glVertex3f(6.0,4.0,-20.0);
    		glTexCoord2f(0.0,1.0);
    		glVertex3f(10.0,4.0,-20.0);
    	    glTexCoord2f(1.0,1.0);
    		glVertex3f(10.0,4.0,-24.0);
    	    glTexCoord2f(1.0,0.0);
    		glVertex3f(6.0,4.0,-24.0);
     
    	glEnd();
    		glBegin(GL_QUADS);
     
    		glTexCoord2f(0.0,0.0);
    		glVertex3f(6.0,0.0,-20.0);
    		glTexCoord2f(0.0,1.0);
    		glVertex3f(6.0,4.0,-20.0);
    	    glTexCoord2f(1.0,1.0);
    		glVertex3f(6.0,4.0,-24.0);
    	    glTexCoord2f(1.0,0.0);
    		glVertex3f(6.0,0.0,-24.0);
     
    	glEnd();
     
    		glBegin(GL_QUADS);
     
    		glTexCoord2f(0.0,0.0);
    		glVertex3f(10.0,0.0,-20.0);
    		glTexCoord2f(0.0,1.0);
    		glVertex3f(10.0,4.0,-20.0);
    	    glTexCoord2f(1.0,1.0);
    		glVertex3f(10.0,4.0,-24.0);
    	    glTexCoord2f(1.0,0.0);
    		glVertex3f(10.0,0.0,-24.0);
     
    	glEnd();
    glDisable(GL_TEXTURE_2D);
     
     
    }
     
     
     
     
    void reshape(int x, int y)
    {
    	if (y == 0 || x == 0) return;  //Nothing is visible then, so return
     
    	//Set a new projection matrix
    	glMatrixMode(GL_PROJECTION);  
    	glLoadIdentity();
    	//Angle of view:40 degrees
    	//Near clipping plane distance: 0.5
    	//Far clipping plane distance: 20.0
    	gluPerspective(40.0,(GLfloat)x/(GLfloat)y,0.5,100.0);
     
    	glMatrixMode(GL_MODELVIEW);
    	glViewport(0,0,(GLsizei)x,(GLsizei)y);  //Use the whole window for rendering
    }
    void Display(void)
    {
    	glClearColor(0,0,0,0);
    	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    	glLoadIdentity();
    	Camera.Render();
    	glTranslatef(0.0,0.0,0.0);
     
    	glScalef(0.5,0.5,0.5);
     
    	DrawCube();
     
    	glFlush();  
    	glutSwapBuffers();
     
    }
     
    void KeyDown(unsigned char key, int x, int y)
    {
    	switch (key) 
    	{
    	case 27:		//ESC
    		PostQuitMessage(0);
    		break;
    	case 'a':		
    		Camera.RotateY(1.0);
    		Display();
    		break;
    	case 'd':		
    		Camera.RotateY(-1.0);
    		Display();
    		break;
    	case 'w':		
    		Camera.MoveForwards( -0.1 ) ;
    		Display();
    		break;
    	case 's':		
    		Camera.MoveForwards( 0.1 ) ;
    		Display();
    		break;
    	case 'e':		
    		Camera.MoveForwards( -0.1 ) ;
    		Camera.RotateY(-1.0);
    		Display();
    		break;
    	case 'q':		
    		Camera.MoveForwards( -0.1 ) ;
    		Camera.RotateY(1.0);
    		Display();
    		break;
    	case 'x':		
    		Camera.RotateX(5.0);
    		Display();
    		break;
    	case 'y':		
    		Camera.RotateX(-5.0);
    		Display();
    		break;
    	case 'c':		
    		Camera.StrafeRight(-0.1);
    		Display();
    		break;
    	case 'v':		
    		Camera.StrafeRight(0.1);
    		Display();
    		break;
    	case 'f':
    		Camera.Move(F3dVector(0.0,-0.3,0.0));
    		Display();
    		break;
    	case 'r':
    		Camera.Move(F3dVector(0.0,0.3,0.0));
    		Display();
    		break;
     
    	case 'l':
    		Camera.Move( F3dVector(0.0, 0.0, 0.0 ));
    		Display();
    		break;
    	}
    }
     
    void Idle(void)
    {
    	YRotated += 0.4;
    	Display();
    }
     
    int main(int argc, char **argv)
    {
    	glutInit(&amp;argc, argv);
    	glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
    	glutInitWindowSize(800,600);
    	glutInitWindowPosition(100,100);
    	glutCreateWindow("Yol Goster");
    	glFrontFace(GL_CW);  //Clockwise is front in "DrawCube()"
    	glCullFace(GL_BACK);
    	glEnable(GL_CULL_FACE);
    	glEnable(GL_DEPTH_TEST);
    	Camera.Move( F3dVector(0.0, 0.0, 0.0 ));
    	Camera.MoveForwards( 1.0 );
    	InitTextures();
    	glutDisplayFunc(Display);
    	//glutDisplayFunc(Display2);
    	glutReshapeFunc(reshape);
    	glutKeyboardFunc(KeyDown);
    	glutIdleFunc(Idle);
    	glutMainLoop();
    	return 0;             
    }
    [/B]

  2. #2
    Senior Member Frequent Contributor
    Join Date
    Apr 2000
    Location
    Melbourne,Victoria,Australia
    Posts
    748

    Re: Using Lighting with Textures..

    Lighting with textures is no different to lighting without textures. If you do not provide normals for your vertices then your lighting will not work. Have a look at nehe's tutorial on lighting - http://nehe.gamedev.net/data/lessons....asp?lesson=07

  3. #3
    Super Moderator OpenGL Guru imported_dorbie's Avatar
    Join Date
    Jul 2000
    Location
    Bay Area, CA, USA
    Posts
    3,966

    Re: Using Lighting with Textures..

    You use a GL_REPLACE texture environment:

    glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);

    Use GL_MODULATE instead, (which incidentally is the default).

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