glDisable(GL_BLEND);
void Draw_block	(	float x, float y, float z,	// Where to draw.	float width, int depth, int ht,	// Dims. along x, y, z.	GLuint texture			// Texture to use.	)	{	glPushMatrix();	glTranslatef(x, y, z);	glDisable(GL_BLEND);	glEnable(GL_TEXTURE_2D);	// Enable texture-mapping.	glEnable(GL_LIGHTING);	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);					// Choose texture.	glBindTexture(GL_TEXTURE_2D, texture);					// Texture dims.:	float texx = 1, texy = 1, texz = 1;	glBegin(GL_QUADS);		{					// TOP:		glTexCoord2f(texx, texy); 	glVertex3f(width, depth, ht);		glTexCoord2f(0, texy);		glVertex3f(0, depth, ht);		glTexCoord2f(0, 0);		glVertex3f(0, 0, ht);		glTexCoord2f(texx, 0);		glVertex3f(width, 0, ht);		glColor3f(1,.5, 0);	// BOTTOM:  Orange.		glVertex3f(width, depth, 0);		glVertex3f(0, depth, 0);		glVertex3f(0, 0, 0);		glVertex3f(width, 0, 0);					// FRONT: 		glTexCoord2f(0, 0);		glVertex3f(0, 0, 0);		glTexCoord2f(0, texz);		glVertex3f(0, 0, ht);		glTexCoord2f(texx, texz);	glVertex3f(width, 0, ht);		glTexCoord2f(texx, 0);		glVertex3f(width, 0, 0);		glColor3f(1, 1, 0);	// BACK:  Yellow.		glVertex3f(width, depth, ht);		glVertex3f(0, depth, ht);		glVertex3f(0, depth, 0);		glVertex3f(width, depth, 0);		glColor3f(0, 0, 1);	// LEFT:  Blue.		glVertex3f(0, 0, ht);		glVertex3f(0, depth, ht);		glVertex3f(0, depth, 0);		glVertex3f(0, 0, 0);					// RIGHT:		glTexCoord2f(0, texz);		glVertex3f(width, 0, ht);		glTexCoord2f(texy, texz);	glVertex3f(width, depth, ht);		glTexCoord2f(texy, 0);		glVertex3f(width, depth, 0);		glTexCoord2f(0, 0);		glVertex3f(width, 0, 0);		}	glEnd();	glPopMatrix();	glDisable(GL_TEXTURE_2D);	}