void ls_cube2(float X, float Y, float Z, float W, float H, float D) {
	
	float counter1;
	float counter2;
	float counter3;

	float x, y, z;

	int pixel1 = 0;
	int pixel2 = 0;

	//pixel = W*H*D; 

	glTranslatef(0, 0, 0);	
	glBegin(GL_POINTS);

	//ls_cube(0, 0, 0, 2, 2, 1);

	for(counter1=(Z+(D/2)); counter1 >= (Z-(D/2)); counter1--) {
		//z = counter1;
		//printf("HERE!!!\n");
		for(counter2=(X-(W/2)); counter2 <= (X+(W/2)); counter2++) {
			//x = counter2;
			for(counter3=(Y+(H/2)); counter3 >= (Y-(H/2)); counter3--) {
				//y=counter3;
				//alpha( (counter1*counter2*counter3) );
				//cube1[counter1*counter2*counter3].x = counter2;
				//cube1[counter1*counter2*counter3].y = counter3;
				//cube1[counter1*counter2*counter3].z = counter1;
				//glColor4f( 0.0, 255.0, 0.0, 85.0);
				//if(
                                //if(counter1 != (Z+(D/2)) ) {
                                        //pixel2=(counter1*counter2*(counter3-1));
				if( counter2 == (X+(W/2)) && counter3 == (Y-(H/2)) ) {
                                       	pixel2 = -10;
				
                                }
				if(counter1 == (Z+(D/2)) ){
					pixel2 = -5;
				}

				//alpha( pixel1, pixel2 );
				//glColor3f( rgbcalcs[0], rgbcalcs[1], rgbcalcs[2]);
				glVertex3f(counter2, counter3, counter1);
				pixel1++;
				//printf("drawn!!!!!\n");	 
			}
		}
	}

	glEnd();

	//glutSolidCube(2);
	//printf("drawn !!!!!\n");
}


void drawl_world(long unsigned int Depth) {
        register long unsigned int counter1;
        register long unsigned int counter2;
        register long unsigned int counter3;
        register long unsigned int i = 0;

	//i = X*Y*(100-Depth);

        for(counter1=Depth; counter1 > 0; counter1--) {
                for(counter2=0; counter2 < X; counter2++) {
                        for(counter3=0; counter3 < Y; counter3++) {
				alpha( counter1, counter2, counter3 );
				glColor3f( rgbcalcs[0], rgbcalcs[1], rgbcalcs[2]);
				glVertex3f(counter2, counter3, counter1);

                                //world[z][x][y].red = 0;
                                //world[z][x][y].green = 0;
                                //world[z][x][y].blue = 255;
                                //world[z][x][y].alpha = 65;
                        }
                }
        }


/*
        for(counter1=Depth; counter1 >= 0; counter1--) {  
                                
                //for(counter2=X-(W/2); counter2 <= (X+(W/2)); counter2++) {
                for(counter2=0; counter2 <= X; counter2++) {
                                
                        //for(counter3=Y+(H/2); counter3 >= (Y-(H/2)); counter3--) {
                        for(counter3=0; counter3 >= Y; counter3--) {
                                //printf("1: %ld 2: %ld 3: %ld\n", counter1, counter2, counter3);
                                //cube1[i].x = counter2;
                                //cube1[i].y = counter3;
                                //cube1[i].z = counter1;
				//alpha( i, i-(X*Y*(counter1) ) );
				glColor3f( rgbcalcs[0], rgbcalcs[1], rgbcalcs[2]);
				glVertex3f(counter2, counter3, counter1);

				
                                if(counter1 >= Zc+(Dc/2) && counter1 <= (Zc-(Dc/2)) ) {
                                        if(counter2 >= Xc-(Wc/2) && counter2 <= (Xc+(Wc/2)) ) {
                                                if(counter3 >= Yc-(Hc/2) && counter3 <= (Yc+(Hc/2)) ) {
                                                        world[ i ].red = 0;
                                                        world[ i ].green = 0;
                                                        world[ i ].blue = 255;
                                                        world[ i ].alpha = 65;
                                                }
                                        }
                                }
                                
                                i++;
                        }
                }
        }
	*/

}


void ls_cube_to_array(float Xc, float Yc, float Zc, float Wc, float Hc, float Dc) {

        register long unsigned int counter1;
        register long unsigned int counter2;
        register long unsigned int counter3;
	register long unsigned int i = 0;

	register long unsigned int calc1 = Zc+(Dc/2);
        register long unsigned int calc2 = (Zc-(Dc/2));
        register long unsigned int calc3 = Xc-(Wc/2);
	register long unsigned int calc4 = (Xc+(Wc/2));
	register long unsigned int calc5 = Yc-(Hc/2);
	register long unsigned int calc6 = (Yc+(Hc/2));
        //for(counter1=Z+(D/2); counter1 >= (Z-(D/2)); counter1--) {

	//i = X*Y*(100-calc1);
//i=i+calc3*calc5;   
//world[ i ].red = 0;
//world[ i ].green = 0;
//world[ i ].blue = 255;
//world[ i ].alpha = 65;

	for(counter1=calc1; counter1 > calc2; counter1--) {
		for(counter2=calc3; counter2 < calc4; counter2++) {
			for(counter3=calc5; counter3 < calc6; counter3++) {
				world[counter1][counter2][counter3].red = rgbcalcs[0];
				world[counter1][counter2][counter3].green = rgbcalcs[1];
				world[counter1][counter2][counter3].blue = rgbcalcs[2];
				world[counter1][counter2][counter3].alpha = rgbcalcs[3];
			}
		}
	}


/*	for(counter1=calc1; counter1 >= 0; counter1--) {		

                //for(counter2=X-(W/2); counter2 <= (X+(W/2)); counter2++) {
		for(counter2=0; counter2 <= X; counter2++) {

                        //for(counter3=Y+(H/2); counter3 >= (Y-(H/2)); counter3--) {
			for(counter3=0; counter3 >= Y; counter3--) {
				//printf("1: %ld 2: %ld 3: %ld\n", counter1, counter2, counter3);
                		//cube1[i].x = counter2;
                		//cube1[i].y = counter3;
                		//cube1[i].z = counter1;
				if(counter1 >= calc1 && counter1 <= calc2 ) { 
					if(counter2 >= calc3 && counter2 <= calc4 ) {
						if(counter3 >= calc5 && counter3 <= calc6 ) {
                        				world[ i ].red = 0;  
                        				world[ i ].green = 0;
                        				world[ i ].blue = 255; 
                        				world[ i ].alpha = 65;
						}
					}
				}

                		i++;
                		//cube2[i].x = counter2;
                		//cube2[i].y = counter3;
                		//cube2[i].z = counter1;
                        	//world[i].red = 0;  
                        	//world[i].green = 0;
                        	//world[i].blue = 0; 
                        	//world[i].alpha = 0;

			}
		}
	}
*/


}
