glBindTexture(GL_TEXTURE_2D, box[0]);
glBegin(GL_QUADS);
//back
glTexCoord2f(0, 0); glVertex3f(-size, size, -size);
glTexCoord2f(1, 0); glVertex3f( size, size, -size);
glTexCoord2f(1, 1); glVertex3f( size, -size, -size);
glTexCoord2f(0, 1); glVertex3f(-size, -size, -size);
glEnd();
glBindTexture(GL_TEXTURE_2D, box[1]);
glBegin(GL_QUADS);
//front
glTexCoord2f(0, 0); glVertex3f(-size, size, size);
glTexCoord2f(1, 0); glVertex3f( size, size, size);
glTexCoord2f(1, 1); glVertex3f( size, -size, size);
glTexCoord2f(0, 1); glVertex3f(-size, -size, size);
glEnd();
glBindTexture(GL_TEXTURE_2D, box[0]);
glBegin(GL_QUADS);
//back
glTexCoord2f(0, 1); glVertex3f(-size, size, -size);
glTexCoord2f(1, 1); glVertex3f( size, size, -size);
glTexCoord2f(1, 0); glVertex3f( size, -size, -size);
glTexCoord2f(0, 0); glVertex3f(-size, -size, -size);
glEnd();