+ glBegin( GL_QUADS );
+ /* Front */
+ glTexCoord2f( 0.0, 0.0 );
+ glVertex3f( - 1.0, 1.0, 1.0 );
+ glTexCoord2f( 0.0, (float) p_vout->output.i_height );
+ glVertex3f( - 1.0, - 1.0, 1.0 );
+ glTexCoord2f( (float) p_vout->output.i_width,
+ (float) p_vout->output.i_height );
+ glVertex3f( 1.0, - 1.0, 1.0 );
+ glTexCoord2f( (float) p_vout->output.i_width, 0.0 );
+ glVertex3f( 1.0, 1.0, 1.0 );
+
+ /* Left */
+ glTexCoord2f( 0.0, 0.0 );
+ glVertex3f( - 1.0, 1.0, - 1.0 );
+ glTexCoord2f( 0.0, (float) p_vout->output.i_height );
+ glVertex3f( - 1.0, - 1.0, - 1.0 );
+ glTexCoord2f( (float) p_vout->output.i_width,
+ (float) p_vout->output.i_height );
+ glVertex3f( - 1.0, - 1.0, 1.0 );
+ glTexCoord2f( (float) p_vout->output.i_width, 0.0 );
+ glVertex3f( - 1.0, 1.0, 1.0 );
+
+ /* Back */
+ glTexCoord2f( 0.0, 0.0 );
+ glVertex3f( 1.0, 1.0, - 1.0 );
+ glTexCoord2f( 0.0, (float) p_vout->output.i_height );
+ glVertex3f( 1.0, - 1.0, - 1.0 );
+ glTexCoord2f( (float) p_vout->output.i_width,
+ (float) p_vout->output.i_height );
+ glVertex3f( - 1.0, - 1.0, - 1.0 );
+ glTexCoord2f( (float) p_vout->output.i_width, 0.0 );
+ glVertex3f( - 1.0, 1.0, - 1.0 );
+
+ /* Right */
+ glTexCoord2f( 0.0, 0.0 );
+ glVertex3f( 1.0, 1.0, 1.0 );
+ glTexCoord2f( 0.0, (float) p_vout->output.i_height );
+ glVertex3f( 1.0, - 1.0, 1.0 );
+ glTexCoord2f( (float) p_vout->output.i_width,
+ (float) p_vout->output.i_height );
+ glVertex3f( 1.0, - 1.0, - 1.0 );
+ glTexCoord2f( (float) p_vout->output.i_width, 0.0 );
+ glVertex3f( 1.0, 1.0, - 1.0 );
+
+ /* Top */
+ glTexCoord2f( 0.0, 0.0 );
+ glVertex3f( - 1.0, 1.0, - 1.0 );
+ glTexCoord2f( 0.0, (float) p_vout->output.i_height );
+ glVertex3f( - 1.0, 1.0, 1.0 );
+ glTexCoord2f( (float) p_vout->output.i_width,
+ (float) p_vout->output.i_height );
+ glVertex3f( 1.0, 1.0, 1.0 );
+ glTexCoord2f( (float) p_vout->output.i_width, 0.0 );
+ glVertex3f( 1.0, 1.0, - 1.0 );
+
+ /* Bottom */
+ glTexCoord2f( 0.0, 0.0 );
+ glVertex3f( - 1.0, - 1.0, 1.0 );
+ glTexCoord2f( 0.0, (float) p_vout->output.i_height );
+ glVertex3f( - 1.0, - 1.0, - 1.0 );
+ glTexCoord2f( (float) p_vout->output.i_width,
+ (float) p_vout->output.i_height );
+ glVertex3f( 1.0, - 1.0, - 1.0 );
+ glTexCoord2f( (float) p_vout->output.i_width, 0.0 );
+ glVertex3f( 1.0, - 1.0, 1.0 );
+ glEnd();