Suggested code usage (this example with OpenGL):
drawSkyBox(CVector *cameraposition)
{
//ensure distance not greater than max see-able
float vizdepth=70.0f;
float minx = cameraposition.x - vizdepth;
float maxx = cameraposition.x + vizdepth;
float minz = cameraposition.z - vizdepth;
float maxz = cameraposition.z + vizdepth;
float miny = cameraposition.y - vizdepth;
float maxy = cameraposition.y + vizdepth;
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glDepthMask(GL_FALSE); //don't write to depth buffer
glDisable(GL_LIGHTING); //so join between box isn't seen
glBindTexture(GL_TEXTURE_2D, m_toptexture);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(minx, maxy, maxz);
glTexCoord2f(1.0f, 0.0f); glVertex3f(minx, maxy, minz);
glTexCoord2f(1.0f, 1.0f); glVertex3f(maxx, maxy, minz);
glTexCoord2f(0.0f, 1.0f); glVertex3f(maxx, maxy, maxz);
glEnd();
//back
glBindTexture(GL_TEXTURE_2D, m_backtexture);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(maxx, miny, maxz);
glTexCoord2f(1.0f, 0.0f); glVertex3f(minx, miny, maxz);
glTexCoord2f(1.0f, 1.0f); glVertex3f(minx, maxy, maxz);
glTexCoord2f(0.0f, 1.0f); glVertex3f(maxx, maxy, maxz);
glEnd();
//front
glBindTexture(GL_TEXTURE_2D, m_fronttexture);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(minx, miny, minz);
glTexCoord2f(1.0f, 0.0f); glVertex3f(maxx, miny, minz);
glTexCoord2f(1.0f, 1.0f); glVertex3f(maxx, maxy, minz);
glTexCoord2f(0.0f, 1.0f); glVertex3f(minx, maxy, minz);
glEnd();
//LEFT
glBindTexture(GL_TEXTURE_2D, m_lefttexture);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(minx, miny, maxz);
glTexCoord2f(1.0f, 0.0f); glVertex3f(minx, miny, minz);
glTexCoord2f(1.0f, 1.0f); glVertex3f(minx, maxy, minz);
glTexCoord2f(0.0f, 1.0f); glVertex3f(minx, maxy, maxz);
glEnd();
//right
glBindTexture(GL_TEXTURE_2D, m_righttexture);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(maxx, miny, minz);
glTexCoord2f(1.0f, 0.0f); glVertex3f(maxx, miny, maxz);
glTexCoord2f(1.0f, 1.0f); glVertex3f(maxx, maxy, maxz);
glTexCoord2f(0.0f, 1.0f); glVertex3f(maxx, maxy, minz);
glEnd();
glEnable(GL_LIGHTING);
glDepthMask(GL_TRUE);