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cube.c/README.md
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cube.c/README.md
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Render a unit cube with classic OpenGL. TexCoords are a bit wonky.
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cube.c/cube.c
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cube.c/cube.c
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static void render_cube() {
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glBegin(GL_QUADS); {
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/* Front face. */
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glNormal3f(-1.0f, 0.0f, 0.0f);
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glTexCoord2f(0.0f, 0.0f);
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glVertex3f(-0.5f, 0.5f, -0.5);
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glTexCoord2f(1.0f, 0.0f);
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glVertex3f(-0.5f, -0.5f, -0.5);
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glTexCoord2f(1.0f, 1.0f);
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glVertex3f(-0.5f, -0.5f, 0.5f);
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glTexCoord2f(0.0f, 1.0f);
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glVertex3f(-0.5f, 0.5f, 0.5f);
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/* Back Face. */
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glNormal3f(1.0f, 0.0f, 0.0f);
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glTexCoord2f(0.0f, 0.0f);
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glVertex3f( 0.5f, 0.5f, -0.5);
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glTexCoord2f(0.0f, 1.0f);
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glVertex3f( 0.5f, 0.5f, 0.5f);
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glTexCoord2f(1.0f, 1.0f);
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glVertex3f( 0.5f, -0.5f, 0.5f);
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glTexCoord2f(1.0f, 0.0f);
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glVertex3f( 0.5f, -0.5f, -0.5);
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/* Top. */
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glNormal3f(0.0f, 0.0f, 1.0f);
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glTexCoord2f(0.0f, 0.0f);
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glVertex3f(-0.5f, -0.5f, 0.5f);
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glTexCoord2f(1.0f, 0.0f);
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glVertex3f(0.5f, -0.5f, 0.5f);
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glTexCoord2f(1.0f, 1.0f);
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glVertex3f(0.5f, 0.5f, 0.5f);
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glTexCoord2f(0.0f, 1.0f);
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glVertex3f(-0.5f, 0.5f, 0.5f);
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/* Bottom. */
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glNormal3f(0.0f, 0.0f, -1.0f);
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glTexCoord2f(0.0f, 1.0f);
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glVertex3f(-0.5f, -0.5f, -0.5f);
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glTexCoord2f(1.0f, 1.0f);
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glVertex3f(-0.5f, 0.5f, -0.5f);
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glTexCoord2f(1.0f, 0.0f);
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glVertex3f(0.5f, 0.5f, -0.5f);
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glTexCoord2f(0.0f, 0.0f);
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glVertex3f(0.5f, -0.5f, -0.5f);
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/* Left side. */
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glNormal3f(0.0f, -1.0f, 0.0f);
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glTexCoord2f(0.0f, 0.0f);
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glVertex3f(-0.5f, -0.5f, -0.5);
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glTexCoord2f(1.0f, 0.0f);
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glVertex3f(0.5f, -0.5f, -0.5);
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glTexCoord2f(1.0f, 1.0f);
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glVertex3f(0.5f, -0.5f, 0.5f);
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glTexCoord2f(0.0f, 1.0f);
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glVertex3f(-0.5f, -0.5f, 0.5f);
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/* Right side. */
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glNormal3f(0.0f, 1.0f, 0.0f);
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glTexCoord2f(0.0f, 0.0f);
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glVertex3f(-0.5f, 0.5f, -0.5);
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glTexCoord2f(0.0f, 1.0f);
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glVertex3f(-0.5f, 0.5f, 0.5f);
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glTexCoord2f(1.0f, 1.0f);
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glVertex3f(0.5f, 0.5f, 0.5f);
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glTexCoord2f(1.0f, 0.0f);
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glVertex3f(0.5f, 0.5f, -0.5);
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} glEnd();
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}
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