void skybox()
{
glPushMatrix();
glDisable (GL_LIGHTING);
glColor3f(1.0f,1.0f,1.0f);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glBegin (GL_QUADS);
glNormal3d (0.0,0.0,1.0); glTexCoord2d (0.0 ,0.0 );
glVertex3d (-100.0,-10.0,100.0);
glNormal3d (0.0,0.0,1.0); glTexCoord2d (1.0 ,0.0 );
glVertex3d (-100.0,-10.0,-100.0);
glNormal3d (0.0,0.0,1.0);
glTexCoord2d (1.0 ,1.0 );
glVertex3d (-100.0,100.0,-100.0);
glTexCoord2d (0.0 ,1.0 );
glVertex3d (-100.0,100.0,100.0);
glEnd ();
glBindTexture(GL_TEXTURE_2D, texture[1]);
glBegin (GL_QUADS);
glNormal3d (0.0,0.0,1.0); glTexCoord2d (0.0 ,0.0 );
glVertex3d (-100.0,-10.0,100.0);
glNormal3d (0.0,0.0,1.0); glTexCoord2d (1.0 ,0.0 );
glVertex3d (100.0,-10.0,100.0);
glNormal3d (0.0,0.0,1.0);
glTexCoord2d (1.0 ,1.0 );
glVertex3d (100.0,100.0,100.0);
glTexCoord2d (0.0 ,1.0 );
glVertex3d (-100.0,100.0,100.0);
glEnd ();
glBindTexture(GL_TEXTURE_2D, texture[3]);
glBegin (GL_QUADS);
glNormal3d (0.0,0.0,1.0); glTexCoord2d (0.0 ,0.0 );
glVertex3d (-100.0,-10.0,-100.0);
glNormal3d (0.0,0.0,1.0); glTexCoord2d (1.0 ,0.0 );
glVertex3d (100.0,-10.0,-100.0);
glNormal3d (0.0,0.0,1.0);
glTexCoord2d (1.0 ,1.0 );
glVertex3d (100.0,100.0,-100.0);
glTexCoord2d (0.0 ,1.0 );
glVertex3d (-100.0,100.0,-100.0);
glEnd ();
glBindTexture(GL_TEXTURE_2D, texture[3]);
glBegin (GL_QUADS);
glNormal3d (0.0,0.0,1.0); glTexCoord2d (0.0 ,0.0 );
glVertex3d (100.0,-10.0,100.0);
glNormal3d (0.0,0.0,1.0); glTexCoord2d (1.0 ,0.0 );
glVertex3d (100.0,-10.0,-100.0);
glNormal3d (0.0,0.0,1.0);
glTexCoord2d (1.0 ,1.0 );
glVertex3d (100.0,100.0,-100.0);
glTexCoord2d (0.0 ,1.0 );
glVertex3d (100.0,100.0,100.0);
glEnd ();
glPopMatrix();
}
如此一來就可以做出不錯的3D立體空間