// Front Face
GL11.glTexCoord2f(0.0f, 0.5f); GL11.glVertex3f(-1.0f, -1.0f, 1.0f);
GL11.glTexCoord2f(0.5f, 0.5f); GL11.glVertex3f( 1.0f, -1.0f, 1.0f);
GL11.glTexCoord2f(0.5f, 1.0f); GL11.glVertex3f( 1.0f, 1.0f, 1.0f);
GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f(-1.0f, 1.0f, 1.0f);
// Back Face
GL11.glTexCoord2f(0.5f,0.5f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f);
GL11.glTexCoord2f(0.5f, 1.0f); GL11.glVertex3f(-1.0f, 1.0f, -1.0f);
GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f( 1.0f, 1.0f, -1.0f);
GL11.glTexCoord2f(0.0f, 0.5f); GL11.glVertex3f( 1.0f, -1.0f, -1.0f);
// Top Face
GL11.glTexCoord2f(0.0f, 0.5f); GL11.glVertex3f(-1.0f, 1.0f, -1.0f);
GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex3f(-1.0f, 1.0f, 1.0f);
GL11.glTexCoord2f(0.5f, 0.0f); GL11.glVertex3f( 1.0f, 1.0f, 1.0f);
GL11.glTexCoord2f(0.5f, 0.5f); GL11.glVertex3f( 1.0f, 1.0f, -1.0f);
// Bottom Face
GL11.glTexCoord2f(0.5f, 0.0f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f);
GL11.glTexCoord2f(1.0f,1.0f); GL11.glVertex3f( 1.0f, -1.0f, -1.0f);
GL11.glTexCoord2f(1.0f,0.5f); GL11.glVertex3f( 1.0f, -1.0f, 1.0f);
GL11.glTexCoord2f(0.5f, 0.5f); GL11.glVertex3f(-1.0f, -1.0f, 1.0f);
// Right face
GL11.glTexCoord2f(1.0f, 0.5f); GL11.glVertex3f( 1.0f, -1.0f, -1.0f);
GL11.glTexCoord2f(1.0f, 1.0f); GL11.glVertex3f( 1.0f, 1.0f, -1.0f);
GL11.glTexCoord2f(0.5f, 1.0f); GL11.glVertex3f( 1.0f, 1.0f, 1.0f);
GL11.glTexCoord2f(0.5f, 0.5f); GL11.glVertex3f( 1.0f, -1.0f, 1.0f);
// Left Face
GL11.glTexCoord2f(0.5f, 0.5f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f);
GL11.glTexCoord2f(1.0f, 0.5f); GL11.glVertex3f(-1.0f, -1.0f, 1.0f);
GL11.glTexCoord2f(1.0f, 1.0f); GL11.glVertex3f(-1.0f, 1.0f, 1.0f);
GL11.glTexCoord2f(0.5f, 1.0f); GL11.glVertex3f(-1.0f, 1.0f, -1.0f);