Code:
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glEnable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTranslatef(0.0f,0.0f,-20.0f);
glBegin(GL_QUADS);
glTexCoord2f(0.0,0.0); glVertex3f(-5.0f,5.0f,0.0f); //BACK
glTexCoord2f(0.0,1.0); glVertex3f(5.0f,5.0f,0.0f);
glTexCoord2f(1.0,1.0); glVertex3f(5.0f,-5.0f,0.0f);
glTexCoord2f(1.0,0.0); glVertex3f(-5.0f,-5.0f,0.0f);
glTexCoord2f(0.0,0.0); glVertex3f(5.0f,5.0f,0.0f); //RIGHT
glTexCoord2f(0.0,1.0); glVertex3f(5.0f,5.0f,50.0f);
glTexCoord2f(1.0,1.0); glVertex3f(5.0f,-5.0f,50.0f);
glTexCoord2f(1.0,0.0); glVertex3f(5.0f,-5.0f,0.0f);
glTexCoord2f(0.0,0.0); glVertex3f(-5.0f,5.0f,50.0f); //LEFT
glTexCoord2f(0.0,1.0); glVertex3f(5.0f,5.0f,50.0f);
glTexCoord2f(1.0,1.0); glVertex3f(5.0f,-5.0f,50.0f);
glTexCoord2f(1.0,0.0); glVertex3f(-5.0f,-5.0f,50.0f);
glTexCoord2f(0.0,0.0); glVertex3f(-5.0f,5.0f,0.0f); //FRONT
glTexCoord2f(0.0,1.0); glVertex3f(-5.0f,5.0f,50.0f);
glTexCoord2f(1.0,1.0); glVertex3f(-5.0f,-5.0f,50.0f);
glTexCoord2f(1.0,0.0); glVertex3f(-5.0f,-5.0f,0.0f);
glEnd();
glBindTexture(GL_TEXTURE_2D, tiles[0]);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(0.0f, 0.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f,0.0f, 0.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 0.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(0.0f, 0.0f, 1.0f);
glEnd();
SDL_GL_SwapBuffers();
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