function Painters(id)
% Function is written by D.Kroon University of Twente (April 2009)
% From id get the render data
StoreName=['OpenGL' num2str(id)];
data=getappdata(0,[StoreName '_data']);
% Allow to use GL functions without prefixing with Tao.Opengl.
import Tao.OpenGl.*
if(data.FirstRender)
I=imread('texture.png');
data.TextureID=loadOpenGLTexture(I,Gl.GL_RGB,Gl.GL_RGB8,'linear');
% Store the render data
setappdata(0,[StoreName '_data'],data);
end
% Set background clear color to blue
Gl.glClearColor(0.2, 0.2, 0.2, 0.0);
% Clear the color and depth buffer
Gl.glClear(int32(bitor(uint32(Gl.GL_COLOR_BUFFER_BIT),uint32(Gl.GL_DEPTH_BUFFER_BIT))));
% Set depth testing enabled
Gl.glEnable(Gl.GL_DEPTH_TEST)
cornersx=[-1 1 -1 1 -1 1 -1 1];
cornersy=[-1 -1 1 1 -1 -1 1 1];
cornersz=[-1 -1 -1 -1 1 1 1 1];
% Select our texture
Gl.glBindTexture(Gl.GL_TEXTURE_2D, data.TextureID);
% Enable texture rendering
Gl.glEnable(Gl.GL_TEXTURE_2D);
Gl.glBegin(Gl.GL_QUADS);
% 1e Face
Gl.glTexCoord2f(0,0);
Gl.glVertex3f(cornersx(1), cornersy(1), cornersz(1));
Gl.glTexCoord2f(1,0);
Gl.glVertex3f(cornersx(2), cornersy(2), cornersz(2));
Gl.glTexCoord2f(1,1);
Gl.glVertex3f(cornersx(4), cornersy(4), cornersz(4));
Gl.glTexCoord2f(0,1);
Gl.glVertex3f(cornersx(3), cornersy(3), cornersz(3));
% 2e Face
Gl.glTexCoord2f(0,0);
Gl.glVertex3f(cornersx(7), cornersy(7), cornersz(7));
Gl.glTexCoord2f(1,0);
Gl.glVertex3f(cornersx(8), cornersy(8), cornersz(8));
Gl.glTexCoord2f(1,1);
Gl.glVertex3f(cornersx(6), cornersy(6), cornersz(6));
Gl.glTexCoord2f(0,1);
Gl.glVertex3f(cornersx(5), cornersy(5), cornersz(5));
% 3e Face
Gl.glTexCoord2f(0,0);
Gl.glVertex3f(cornersx(1), cornersy(1), cornersz(1));
Gl.glTexCoord2f(1,0);
Gl.glVertex3f(cornersx(5), cornersy(5), cornersz(5));
Gl.glTexCoord2f(1,1);
Gl.glVertex3f(cornersx(6), cornersy(6), cornersz(6));
Gl.glTexCoord2f(0,1);
Gl.glVertex3f(cornersx(2), cornersy(2), cornersz(2));
% 4e Face
Gl.glTexCoord2f(0,0);
Gl.glVertex3f(cornersx(3), cornersy(3), cornersz(3));
Gl.glTexCoord2f(1,0);
Gl.glVertex3f(cornersx(4), cornersy(4), cornersz(4));
Gl.glTexCoord2f(1,1);
Gl.glVertex3f(cornersx(8), cornersy(8), cornersz(8));
Gl.glTexCoord2f(0,1);
Gl.glVertex3f(cornersx(7), cornersy(7), cornersz(7));
% 5e Face
Gl.glTexCoord2f(0,0);
Gl.glVertex3f(cornersx(4), cornersy(4), cornersz(4));
Gl.glTexCoord2f(1,0);
Gl.glVertex3f(cornersx(2), cornersy(2), cornersz(2));
Gl.glTexCoord2f(1,1);
Gl.glVertex3f(cornersx(6), cornersy(6), cornersz(6));
Gl.glTexCoord2f(0,1);
Gl.glVertex3f(cornersx(8), cornersy(8), cornersz(8));
% 6e Face
Gl.glTexCoord2f(0,0);
Gl.glVertex3f(cornersx(3), cornersy(3), cornersz(3));
Gl.glTexCoord2f(1,0);
Gl.glVertex3f(cornersx(1), cornersy(1), cornersz(1));
Gl.glTexCoord2f(1,1);
Gl.glVertex3f(cornersx(5), cornersy(5), cornersz(5));
Gl.glTexCoord2f(0,1);
Gl.glVertex3f(cornersx(7), cornersy(7), cornersz(7));
Gl.glEnd();
% Disable Texture rendering
Gl.glDisable(Gl.GL_TEXTURE_2D);
% Flush the pipeline, update the graphics buffer
Gl.glFlush();