drawing a triangular spaceship

Here is my code. Should this/could this be a strip? or is this how it should be done. The ship has a triangle bottom, triangle back and 2 triangle sides. (think star destroyer with flat bottom) The back is separated out for a different texture (may not be doing this right either lol) :slight_smile:


                    GL11.glBindTexture(GL11.GL_TEXTURE_2D, TextureLoader.texture[6]);
                    GL11.glBegin(GL11.GL_TRIANGLES);
                        //GL11.glColor3f(1.0f, 1.0f, 0.0f);
                              
                        GL11.glTexCoord2f(1.0f, 0.0f);
                        GL11.glVertex3f(-1f,0f,0f);
                        GL11.glTexCoord2f(0.0f, 1.0f);
                        GL11.glVertex3f(0f,0f,3f);
                        GL11.glTexCoord2f(0.0f, 0.0f);
                        GL11.glVertex3f(0f,.5f,0f);
                        
                        GL11.glTexCoord2f(1.0f, 0.0f);
                        GL11.glVertex3f(0f,.5f,0f);
                        GL11.glTexCoord2f(0.0f, 1.0f);
                        GL11.glVertex3f(0f,0f,3f);
                        GL11.glTexCoord2f(0.0f, 0.0f);
                        GL11.glVertex3f(1f,0f,0f);
                        
                        GL11.glTexCoord2f(1.0f, 0.0f);
                        GL11.glVertex3f(-1f,0f,0f);
                        GL11.glTexCoord2f(0.0f, 1.0f);
                        GL11.glVertex3f(0f,0f,3f);
                        GL11.glTexCoord2f(0.0f, 0.0f);
                        GL11.glVertex3f(1f,0f,0f);
                        
                        GL11.glEnd();
                        
                        GL11.glBindTexture(GL11.GL_TEXTURE_2D, TextureLoader.texture[7]);
                        GL11.glBegin(GL11.GL_TRIANGLES);
                        
                        GL11.glTexCoord2f(-1.0f, 0.0f);
                        GL11.glVertex3f(-1f,0f,0);
                        GL11.glTexCoord2f(0.0f, 0.5f);
                        GL11.glVertex3f(0f,.5f,0f);
                        GL11.glTexCoord2f(1.0f, 0.0f);
                        GL11.glVertex3f(1f,0f,0f);
                        
                        GL11.glEnd();