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GL11.glBegin(GL11.GL_QUADS); // Start Drawing Quads
// Front Face
GL11.glNormal3f( 0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer
GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex3f(-1.0f, -1.0f, 1.0f); // Point 1 (Front)
GL11.glTexCoord2f(1.0f, 0.0f); GL11.glVertex3f( 1.0f, -1.0f, 1.0f); // Point 2 (Front)
GL11.glTexCoord2f(1.0f, 1.0f); GL11.glVertex3f( 1.0f, 1.0f, 1.0f); // Point 3 (Front)
GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f(-1.0f, 1.0f, 1.0f); // Point 4 (Front)
// Back Face
GL11.glNormal3f( 0.0f, 0.0f,-1.0f); // Normal Pointing Away From Viewer
GL11.glTexCoord2f(1.0f, 0.0f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f); // Point 1 (Back)
GL11.glTexCoord2f(1.0f, 1.0f); GL11.glVertex3f(-1.0f, 1.0f, -1.0f); // Point 2 (Back)
GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f( 1.0f, 1.0f, -1.0f); // Point 3 (Back)
GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex3f( 1.0f, -1.0f, -1.0f); // Point 4 (Back)
// Top Face
GL11.glNormal3f( 0.0f, 1.0f, 0.0f); // Normal Pointing Up
GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f(-1.0f, 1.0f, -1.0f); // Point 1 (Top)
GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex3f(-1.0f, 1.0f, 1.0f); // Point 2 (Top)
GL11.glTexCoord2f(1.0f, 0.0f); GL11.glVertex3f( 1.0f, 1.0f, 1.0f); // Point 3 (Top)
GL11.glTexCoord2f(1.0f, 1.0f); GL11.glVertex3f( 1.0f, 1.0f, -1.0f); // Point 4 (Top)
// Bottom Face
GL11.glNormal3f( 0.0f,-1.0f, 0.0f); // Normal Pointing Down
GL11.glTexCoord2f(1.0f, 1.0f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f); // Point 1 (Bottom)
GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f( 1.0f, -1.0f, -1.0f); // Point 2 (Bottom)
GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex3f( 1.0f, -1.0f, 1.0f); // Point 3 (Bottom)
GL11.glTexCoord2f(1.0f, 0.0f); GL11.glVertex3f(-1.0f, -1.0f, 1.0f); // Point 4 (Bottom)
// Right face
GL11.glNormal3f( 1.0f, 0.0f, 0.0f); // Normal Pointing Right
GL11.glTexCoord2f(1.0f, 0.0f); GL11.glVertex3f( 1.0f, -1.0f, -1.0f); // Point 1 (Right)
GL11.glTexCoord2f(1.0f, 1.0f); GL11.glVertex3f( 1.0f, 1.0f, -1.0f); // Point 2 (Right)
GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f( 1.0f, 1.0f, 1.0f); // Point 3 (Right)
GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex3f( 1.0f, -1.0f, 1.0f); // Point 4 (Right)
// Left Face
GL11.glNormal3f(-1.0f, 0.0f, 0.0f); // Normal Pointing Left
GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f); // Point 1 (Left)
GL11.glTexCoord2f(1.0f, 0.0f); GL11.glVertex3f(-1.0f, -1.0f, 1.0f); // Point 2 (Left)
GL11.glTexCoord2f(1.0f, 1.0f); GL11.glVertex3f(-1.0f, 1.0f, 1.0f); // Point 3 (Left)
GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f(-1.0f, 1.0f, -1.0f); // Point 4 (Left)
GL11.glEnd(); // Done Drawing Quads