And this Cube.
include "GL3D.inc"
Screen 1024,768,0
Finit
Long a, b, face, holz
face= LoadTexture "gfx/face512.gfx",512,512
holz= LoadTexture "gfx/holz64.gfx",64,64
single r4X,r4Y,r4Z
While WinExit=0
iF Key(vk_escape) Then WinExit=1
glClearColor 0.5, 0.2, 0.8, 1.0
glClear GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT        
glLoadIdentity 
glTranslatef 0.0, 0.0, 0.0 
glRotatef r4X, 1.0, 0.0, 0.0 
glRotatef r4Y, 0.0, 1.0, 0.0
glRotatef r4Z, 0.0, 0.0, 1.0 
glBindTexture GL_TEXTURE_2D, Texture(face)
glBegin GL_QUADS
 glTexCoord2f 1.0, 1.0: glVertex3f (  0.1 , 0.1 ,- 0.1 ) 					
 glTexCoord2f 0.0, 1.0: glVertex3f (- 0.1 , 0.1 ,- 0.1 ) 					
 glTexCoord2f 0.0, 0.0: glVertex3f (- 0.1 , 0.1 ,  0.1 ) 					
 glTexCoord2f 1.0, 0.0: glVertex3f (  0.1 , 0.1 ,  0.1 ) 					
 
 glTexCoord2f 1.0, 1.0: glVertex3f (  0.1 ,- 0.1 ,  0.1 ) 					
 glTexCoord2f 0.0, 1.0: glVertex3f (- 0.1 ,- 0.1 ,  0.1 ) 					
 glTexCoord2f 0.0, 0.0: glVertex3f (- 0.1 ,- 0.1 ,- 0.1 ) 					
 glTexCoord2f 1.0, 0.0: glVertex3f (  0.1 ,- 0.1 ,- 0.1 ) 					
 
 glTexCoord2f 1.0, 1.0: glVertex3f (  0.1 ,  0.1 ,  0.1 ) 					
 glTexCoord2f 0.0, 1.0: glVertex3f (- 0.1 ,  0.1 ,  0.1 ) 					
 glTexCoord2f 0.0, 0.0: glVertex3f (- 0.1 ,- 0.1 ,  0.1 ) 					
 glTexCoord2f 1.0, 0.0: glVertex3f (  0.1 ,- 0.1 ,  0.1 ) 					
 
 glTexCoord2f 1.0, 1.0: glVertex3f (  0.1 ,- 0.1 ,- 0.1 ) 					
 glTexCoord2f 0.0, 1.0: glVertex3f (- 0.1 ,- 0.1 ,- 0.1 ) 					
 glTexCoord2f 0.0, 0.0: glVertex3f (- 0.1 ,  0.1 ,- 0.1 ) 					
 glTexCoord2f 1.0, 0.0: glVertex3f (  0.1 ,  0.1 ,- 0.1 ) 					
 
 glTexCoord2f 1.0, 1.0: glVertex3f (- 0.1 ,  0.1 ,  0.1 ) 					
 glTexCoord2f 0.0, 1.0: glVertex3f (- 0.1 ,  0.1 ,- 0.1 ) 					
 glTexCoord2f 0.0, 0.0: glVertex3f (- 0.1 ,- 0.1 ,- 0.1 ) 					
 glTexCoord2f 1.0, 0.0: glVertex3f (- 0.1 ,- 0.1 ,  0.1 ) 					
 
 glTexCoord2f 1.0, 1.0: glVertex3f (  0.1 ,  0.1 ,- 0.1 ) 					
 glTexCoord2f 0.0, 1.0: glVertex3f (  0.1 ,  0.1 ,  0.1 ) 					
 glTexCoord2f 0.0, 0.0: glVertex3f (  0.1 ,- 0.1 ,  0.1 ) 					
 glTexCoord2f 1.0, 0.0: glVertex3f (  0.1 ,- 0.1 ,- 0.1 ) 
glEnd 
 
r4X = r4X + 0.8
r4Y = r4Y + 0.6
r4Z = r4Z + 0.4
DoEvents
SwapBuffers hDc
SetFps 70
Wend
WinEnd