Ostrosłup o podstawie kwadratu
glBegin (GL_TRIANGLES);
glTexCoord3f(0.5f, -0.5f,0.0f);
glVertex3f (0.5f, -0.5f,0.0f);
glTexCoord3f(0.5f, 0.5f,0.0f);
glVertex3f (0.5f, 0.5f,0.0f);
glTexCoord3f(0.0f, 0.0f,0.75f);
glVertex3f (0.0f, 0.0f,0.75f);
glEnd();
glBegin (GL_TRIANGLES);
glTexCoord3f(0.5f, 0.5f,0.0f);
glVertex3f (0.5f, 0.5f,0.0f);
glTexCoord3f(-0.5f, 0.5f,0.0f);
glVertex3f (-0.5f, 0.5f,0.0f);
glTexCoord3f(0.0f, 0.0f,0.75f);
glVertex3f (0.0f, 0.0f,0.75f);
glEnd();
glBegin (GL_TRIANGLES);
glTexCoord3f(-0.5f, 0.5f,0.0f);
glVertex3f (-0.5f, 0.5f,0.0f);
glTexCoord3f(-0.5f, -0.5f,0.0f);
glVertex3f (-0.5f, -0.5f,0.0f);
glTexCoord3f(0.0f, 0.0f,0.75f);
glVertex3f (0.0f, 0.0f,0.75f);
glEnd();
Sześcian
void __fastcall TForm1::RysujSzescian(float krawedz) const
{
const float a=krawedz;
glBegin(GL_QUADS);
//tylnia
glVertex3f(-1,-1,-1);
glVertex3f(-1,1,-1);
glVertex3f(1,1,-1);
glVertex3f(1,-1,-1);
//przednia
glVertex3f(-1,-1,1);
glVertex3f(1,-1,1);
glVertex3f(1,1,1);
glVertex3f(-1,1,1);
//prawa
glVertex3f(1,-1,1);
glVertex3f(1,1,1);
glVertex3f(1,1,-1);
glVertex3f(1,-1,-1);
//lewa
glVertex3f(-1,-1,1);
glVertex3f(-1,1,1);
glVertex3f(-1,1,-1);
glVertex3f(-1,-1,-1);
//gorna
glVertex3f(-1,1,1);
glVertex3f(1,1,1);
glVertex3f(1,1,-1);
glVertex3f(-1,1,-1);
//dolna
glVertex3f(-1,-1,1);
glVertex3f(1,-1,1);
glVertex3f(1,-1,-1);
glVertex3f(-1,-1,-1);
//
glEnd();
}
Prostopadłościan
float a = 0.0f;
float b = 1.0f;
float c = 2.0f;
void prostopadloscian(float a, float b, float c)
{
glBegin(GL_QUADS);
//podstawa
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(a, 0.0, 0.0);
glVertex3f(a, 0.0, c);
glVertex3f(0.0, 0.0, c);
glEnd;
}