LWJGL BlockWorld

Yea in openGl i dont have muck expiriance.But i am learning.And i dont ask somebody to code the whole game for me.I only ask to tell or guid how to start doing things on my own.

But i think i will start with 2d game in which i will need some help too.And i wana ask is here in this forum anyone who can help me when i will ask for help?I dont ask code only examples how i can do it :slight_smile:

Enable infinite terrain? You have to generate the terrain yourself, per chunk, using an algorithm that you’ve implemented.

DreamHacker start at the basics. It sounds like you don’t know much about OpenGL yet because your first question is almost trivial to solve. What you need to understand is that no one will code your entire game for you, and if you think that’s going to happen then you need to revisit the basics of programming where people learn to be independent. You need to be a problem solver.

Yea in openGl i dont have muck expiriance.But i am learning.And i dont ask somebody to code the whole game for me.I only ask to tell or guid how to start doing things on my own.

But i think i will start with 2d game in which i will need some help too.And i wana ask is here in this forum anyone who can help me when i will ask for help?I dont ask code only examples how i can do it :slight_smile:

What you don’t realize is that you’re asking for huge amounts of help/code, and you really need to figure it out by yourself by researching a lot and testing out your ideas.

What you don’t realize is that you’re asking for huge amounts of help/code, and you really need to figure it out by yourself by researching a lot and testing out your ideas.

i know i am asking alot but what i ask i alredy in source code so basicly i ask to explain how do i inplement my own thing in code which i alredy have?For example i want to add one new tool.I only need explanation on how to make it ater that i can lots of new tools by my self and make other new things.So what you suggest me?

i know i am asking alot but what i ask i alredy in source code so basicly i ask to explain how do i inplement my own thing in code which i alredy have?For example i want to add one new tool.I only need explanation on how to make it ater that i can lots of new tools by my self and make other new things.So what you suggest me?

I suggest you come up with a solution. Be a problem solver.

its hard to solve problem when you dont know how to.As i said i dont ask for code only for explaining the code which i have.

No problem is unsolvable unless you let it be. Other people have done it before, I don’t think you have anything stopping you, so why not try to figure it out? Sit down with a notebook and write down all your ideas, and then come to your best solution and try it out. I can guarantee you’ll learn something that will help you, even if it doesn’t solve your original problem. That’s what I do when I need to figure something out.

okay i understand your point but i think you realy dont understand my problem.
And yea forgot about infinite terain i need to learn more about java to do that.
But for now i need to understand how to axe which curently are in game is drawed in.I have alredy played with the code and i know what i want to draw i even have a plan about what i want in my game but i actualy dont know how to realise my shity problem with tools.I know how to make new blocks in game.how to add new sound to new actions how to add new guis and stuff like that but i want to make new tools.
I can give you code with my axe(not realy mine becaus i didnt code it) but yeah i have it and if you could comment out some lines about what they do so i could make my own code with my own tool in it.
And if you can help me with advise add me to your skype (chosen1312) and maybe you could help one dude out.i bet you have been in situation like mine when you actualy dont know what to do but you real want to it.

P.S sorry for my bad english if it is bad :smiley:

Explain to me exactly what your problem is, and maybe I can help you. Are you having trouble rendering your items?

I suggest you come up with a solution. Be a problem solver.

its hard to solve problem when you dont know how to.As i said i dont ask for code only for explaining the code which i have.

No problem is unsolvable unless you let it be. Other people have done it before, I don’t think you have anything stopping you, so why not try to figure it out? Sit down with a notebook and write down all your ideas, and then come to your best solution and try it out. I can guarantee you’ll learn something that will help you, even if it doesn’t solve your original problem. That’s what I do when I need to figure something out.

okay i understand your point but i think you realy dont understand my problem.
And yea forgot about infinite terain i need to learn more about java to do that.
But for now i need to understand how to axe which curently are in game is drawed in.I have alredy played with the code and i know what i want to draw i even have a plan about what i want in my game but i actualy dont know how to realise my shity problem with tools.I know how to make new blocks in game.how to add new sound to new actions how to add new guis and stuff like that but i want to make new tools.
I can give you code with my axe(not realy mine becaus i didnt code it) but yeah i have it and if you could comment out some lines about what they do so i could make my own code with my own tool in it.
And if you can help me with advise add me to your skype (chosen1312) and maybe you could help one dude out.i bet you have been in situation like mine when you actualy dont know what to do but you real want to it.

P.S sorry for my bad english if it is bad :smiley:

Explain to me exactly what your problem is, and maybe I can help you. Are you having trouble rendering your items?

okay i will try.
So for now only thing whats not working is transperasy for glass and leaves but thats diferent story i dont know whay that is.
Anyway my problem is that i have my axe script which Vermeer has well writen and it works okay but now i want to add my won tool to objects package so i added pickaxe which will eventualy be an axe for wood choping. So all what i want from you is to excplain me how orginal axe (which looks like pick axe) is writen litle explanations on how its rendered nly with comments in code.

So here is code.I dont want you to add more code to it or something else just explain me what is what in it so i can make my own tool.

package objects;

import java.nio.FloatBuffer;

import org.lwjgl.opengl.GL11;

public class Axe {

	public static void VertexData(FloatBuffer vHandle,float  xOset, float yOset, float zOset,float tint){
		
		float side = 0.15f;
		float side2 = 0.3f;
		float s= 0.0625f; //texture size 1/16
		float h = s*0;
		//front face
				//quad 1 bottom
				
				vHandle.put(-0.5f + xOset).put(-0.5f + yOset).put(+0.5f + zOset); // vertex bottom left
				vHandle.put(tint-side2).put(tint-side2).put(tint-side2);
				vHandle.put(h).put(s); // texture 
				//vHandle.put(tint).put(tint).put(tint);
				vHandle.put(+0.5f+ xOset).put(-0.5f+ yOset).put(+0.5f + zOset); // v  bottom right
				vHandle.put(tint-side2).put(tint-side2).put(tint-side2);
				vHandle.put(h+s).put(s); // 	t
				//vHandle.put(tint).put(tint).put(tint);
				vHandle.put(+0.5f+ xOset).put(+0.5f+ yOset).put(+0.5f + zOset); // v top right
				vHandle.put(tint-side).put(tint-side).put(tint-side);
				vHandle.put(h+s).put(0); // t
				//vHandle.put(tint).put(tint).put(tint);
				vHandle.put(-0.5f+ xOset).put(+0.5f+ yOset).put(+0.5f + zOset); // v top left
				vHandle.put(tint-side).put(tint-side).put(tint-side);
				vHandle.put(h).put(0); //t
				
				
				// right face
				// triangle 1 bottom
				//vHandle.put(tint).put(tint).put(tint);
				vHandle.put(+0.5f+ xOset).put(-0.5f+ yOset).put(+0.5f + zOset); // v
				vHandle.put(tint-side2).put(tint-side2).put(tint-side2);
				vHandle.put(h).put(s); //
				//vHandle.put(tint).put(tint).put(tint);
				vHandle.put(+0.5f+ xOset).put(-0.5f+ yOset).put(-0.5f + zOset); // v
				vHandle.put(tint-side2).put(tint-side2).put(tint-side2);
				vHandle.put(h+s).put(s); //
				//vHandle.put(tint).put(tint).put(tint);
				vHandle.put(+0.5f+ xOset).put(+0.5f+ yOset).put(-0.5f + zOset); // v
				vHandle.put(tint-side).put(tint-side).put(tint-side);
				vHandle.put(h+s).put(0); //
				//vHandle.put(tint).put(tint).put(tint);
				vHandle.put(+0.5f+ xOset).put(+0.5f+ yOset).put(+0.5f + zOset); // v
				vHandle.put(tint-side).put(tint-side).put(tint-side);
				vHandle.put(h).put(0); // 

				//back face
				//triangle 1 bottom
				//vHandle.put(tint).put(tint).put(tint);
				vHandle.put(+0.5f+ xOset).put(-0.5f+ yOset).put(-0.5f + zOset); // vertex
				vHandle.put(tint-side2).put(tint-side2).put(tint-side2);
				vHandle.put(h).put(s); // texture 
				//vHandle.put(tint).put(tint).put(tint);
				vHandle.put(-0.5f+ xOset).put(-0.5f+ yOset).put(-0.5f + zOset); // v
				vHandle.put(tint-side2).put(tint-side2).put(tint-side2);
				vHandle.put(h+s).put(s); // 
				//vHandle.put(tint).put(tint).put(tint);
				vHandle.put(-0.5f+ xOset).put(+0.5f+ yOset).put(-0.5f + zOset); // v
				vHandle.put(tint-side).put(tint-side).put(tint-side);
				vHandle.put(h+s).put(0); // 
				//vHandle.put(tint).put(tint).put(tint);
				vHandle.put(+0.5f+ xOset).put(+0.5f+ yOset).put(-0.5f + zOset); // v
				vHandle.put(tint-side).put(tint-side).put(tint-side);
				vHandle.put(h).put(0); // c   blue
				
			
				//top face
				//triangle 1 bottom
				//vHandle.put(tint).put(tint).put(tint);
				vHandle.put(-0.5f+ xOset).put(+0.5f+ yOset).put(+0.5f + zOset); // vertex
				vHandle.put(tint).put(tint).put(tint);
				vHandle.put(h).put(s); // texture 
				//vHandle.put(tint).put(tint).put(tint);
				vHandle.put(+0.5f+ xOset).put(+0.5f+ yOset).put(+0.5f + zOset); // v
				vHandle.put(tint).put(tint).put(tint);
				vHandle.put(h+s).put(s); // 
				//vHandle.put(tint).put(tint).put(tint);
				vHandle.put(+0.5f+ xOset).put(+0.5f+ yOset).put(-0.5f + zOset); // v
				vHandle.put(tint).put(tint).put(tint);
				vHandle.put(h+s).put(0); // 
				//vHandle.put(tint).put(tint).put(tint);
				vHandle.put(-0.5f+ xOset).put(+0.5f+ yOset).put(-0.5f + zOset); // v
				vHandle.put(tint).put(tint).put(tint);
				vHandle.put(h).put(0); // c   blue
				
				
				// left face
					// triangle 1 bottom
				//vHandle.put(tint).put(tint).put(tint);
					vHandle.put(-0.5f+ xOset).put(-0.5f+ yOset).put(-0.5f + zOset); // v
					vHandle.put(tint-side2).put(tint-side2).put(tint-side2);
					vHandle.put(h).put(s); //
					//vHandle.put(tint).put(tint).put(tint);
					vHandle.put(-0.5f+ xOset).put(-0.5f+ yOset).put(+0.5f + zOset); // v
					vHandle.put(tint-side2).put(tint-side2).put(tint-side2);
					vHandle.put(h+s).put(s); //
					//vHandle.put(tint).put(tint).put(tint);
					vHandle.put(-0.5f+ xOset).put(+0.5f+ yOset).put(+0.5f + zOset); // v
					vHandle.put(tint-side).put(tint-side).put(tint-side);
					vHandle.put(h+s).put(0); //
					//vHandle.put(tint).put(tint).put(tint);
					vHandle.put(-0.5f+ xOset).put(+0.5f+ yOset).put(-0.5f + zOset); // v
					vHandle.put(tint-side).put(tint-side).put(tint-side);
					vHandle.put(h).put(0); // 
					
					//bottom face
					//triangle 1 bottom
					//vHandle.put(tint).put(tint).put(tint);
					vHandle.put(+0.5f+ xOset).put(-0.5f+ yOset).put(-0.5f + zOset); // v
					vHandle.put(tint).put(tint).put(tint);
					vHandle.put(h).put(s); // 
					//vHandle.put(tint).put(tint).put(tint);
					vHandle.put(+0.5f+ xOset).put(-0.5f+ yOset).put(+0.5f + zOset); // v
					vHandle.put(tint).put(tint).put(tint);
					vHandle.put(h+s).put(s); // 
					//vHandle.put(tint).put(tint).put(tint);
					vHandle.put(-0.5f+ xOset).put(-0.5f+ yOset).put(+0.5f + zOset); // vertex
					vHandle.put(tint).put(tint).put(tint);
					vHandle.put(h+s).put(0); // texture 
					//vHandle.put(tint).put(tint).put(tint);
					vHandle.put(-0.5f+ xOset).put(-0.5f+ yOset).put(-0.5f + zOset); // v
					vHandle.put(tint).put(tint).put(tint);
					vHandle.put(h).put(0); // c 	
					
				
					

		}
	
	public static void RenderVertexColour(int textureID,  float BlockSize){
		GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID);//select texture
		//GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_MODULATE);
		//
		float i = 0.5f;
		
		//float side = 0.15f;
		//float side2 = 0.3f;
		float size= 0.0625f; //texture size 1/16
		float Hoffset = size*0f;
		float Voffset = size*0f;
		GL11.glColor3f(0.6f,0.6f, 0.6f);
		//GL11.glColor4d(1,1,1,1);
		GL11.glBegin(GL11.GL_QUADS);
		
		
		 Hoffset = size*1f;
		 Voffset = size*1f;
		// Top Face  wood
				GL11.glColor3f(1f,1f, 1f);
				
				GL11.glNormal3f(0.0f, i, 0.0f); // Normal Pointing Up
			
				GL11.glTexCoord2f(Hoffset, Voffset + size);	GL11.glVertex3f(-0.08f, i, -0.05f); // Top Left Of The Texture and Quad
			
				GL11.glTexCoord2f(Hoffset, Voffset);GL11.glVertex3f(-0.08f, i, 0.05f); // Bottom Left Of The Texture and Quad
			
				GL11.glTexCoord2f(Hoffset + size, Voffset);	GL11.glVertex3f(0.08f, i, 0.05f); // Bottom Right Of The Texture and Quad
				
				GL11.glTexCoord2f(Hoffset + size, Voffset + size);GL11.glVertex3f(0.08f, i, -0.05f); // Top Right Of The Texture and Quad
				
				GL11.glColor3f(0.6f,0.6f, 0.6f);
				
				// Hoffset = size*1f;
				 Voffset = size*0f;
				// Top Face  metal right
				GL11.glColor3f(1f,1f, 1f);
				
				GL11.glNormal3f(0.0f, i, 0.0f); // Normal Pointing Up
			
				GL11.glTexCoord2f(Hoffset, Voffset + size);	GL11.glVertex3f(0.08f, 0.4f, -0.05f); // Top Left Of The Texture and Quad
			
				GL11.glTexCoord2f(Hoffset, Voffset);GL11.glVertex3f(0.08f, 0.4f, 0.05f); // Bottom Left Of The Texture and Quad
			
				GL11.glTexCoord2f(Hoffset + size, Voffset);	GL11.glVertex3f(0.5f, 0.2f, 0.05f); // Bottom Right Of The Texture and Quad
				
				GL11.glTexCoord2f(Hoffset + size, Voffset + size);GL11.glVertex3f(0.5f, 0.2f, -0.05f); // Top Right Of The Texture and Quad
				
				GL11.glColor3f(0.6f,0.6f, 0.6f);
				
				// Top Face  metal left
				GL11.glColor3f(1f,1f, 1f);
				
				GL11.glNormal3f(0.0f, i, 0.0f); // Normal Pointing Up
			
				GL11.glTexCoord2f(Hoffset, Voffset + size);	GL11.glVertex3f(-0.5f, 0.2f, -0.05f); // Top Left Of The Texture and Quad
			
				GL11.glTexCoord2f(Hoffset, Voffset);GL11.glVertex3f(-0.5f, 0.2f, 0.05f); // Bottom Left Of The Texture and Quad
			
				GL11.glTexCoord2f(Hoffset + size, Voffset);	GL11.glVertex3f(-0.08f, 0.4f, 0.05f); // Bottom Right Of The Texture and Quad
				
				GL11.glTexCoord2f(Hoffset + size, Voffset + size);GL11.glVertex3f(-0.08f, 0.4f, -0.05f); // Top Right Of The Texture and Quad
				
				GL11.glColor3f(0.6f,0.6f, 0.6f);
		
		
		//front of axe
		Hoffset = size*0f;
		Voffset = size*1f;
		
		// Front Face ..............................................................................................
		GL11.glNormal3f(0.0f, 0.0f, i); // Normal Pointing Towards Viewer
		
		//  bottom                x ,   y
		GL11.glTexCoord2f(Hoffset, Voffset + size); GL11.glVertex3f(-0.04f, -i, 0.05f); // Bottom Left Of The Texture and Quad
		
		
		
		GL11.glTexCoord2f(Hoffset + size, Voffset + size );	GL11.glVertex3f(0.04f, -i, 0.05f); // Bottom Right Of The Texture and Quad
		
		//top
		GL11.glTexCoord2f(Hoffset + size,Voffset );GL11.glVertex3f(0.07f, 0.3f, 0.05f); // Top Right Of The Texture and Quad
		
		GL11.glTexCoord2f(Hoffset, Voffset );	GL11.glVertex3f(-0.07f, 0.3f, 0.05f); // Top Left Of The Texture and Quad
		
		
		// Front Face ..............................................................................................
				GL11.glNormal3f(0.0f, 0.0f, i); // Normal Pointing Towards Viewer
				
				//  bottom                x ,   y
				GL11.glTexCoord2f(Hoffset, Voffset + size); GL11.glVertex3f(-0.08f, 0.4f, 0.05f); // Bottom Left Of The Texture and Quad
				
				
				
				GL11.glTexCoord2f(Hoffset + size, Voffset + size );	GL11.glVertex3f(0.08f, 0.4f, 0.05f); // Bottom Right Of The Texture and Quad
				
				//top
				GL11.glTexCoord2f(Hoffset + size,Voffset );GL11.glVertex3f(0.08f, 0.5f, 0.05f); // Top Right Of The Texture and Quad
				
				GL11.glTexCoord2f(Hoffset, Voffset );	GL11.glVertex3f(-0.08f, 0.5f, 0.05f); // Top Left Of The Texture and Quad
				
				//front of axe
				Hoffset = size*1f;
				Voffset = size*0f;
				
				//metal part
				// Front Face ..............................................................................................
						GL11.glNormal3f(0.0f, 0.0f, i); // Normal Pointing Towards Viewer
						
						//  bottom                x ,   y
						GL11.glTexCoord2f(Hoffset, Voffset + size); GL11.glVertex3f(-0.07f, 0.3f, 0.05f); // Bottom Left Of The Texture and Quad
						
						
						
						GL11.glTexCoord2f(Hoffset + size, Voffset + size );	GL11.glVertex3f(0.07f, 0.3f, 0.05f); // Bottom Right Of The Texture and Quad
						
						//top
						GL11.glTexCoord2f(Hoffset + size,Voffset );GL11.glVertex3f(0.08f, 0.4f, 0.05f); // Top Right Of The Texture and Quad
						
						GL11.glTexCoord2f(Hoffset, Voffset );	GL11.glVertex3f(-0.08f, 0.4f, 0.05f); // Top Left Of The Texture and Quad
						
						//metal part spick left
						// Front Face ..............................................................................................
								GL11.glNormal3f(0.0f, 0.0f, i); // Normal Pointing Towards Viewer
								
								//  bottom                x ,   y
								GL11.glTexCoord2f(Hoffset, Voffset + size); GL11.glVertex3f(-0.5f, 0.2f, 0.05f); // Bottom Left Of The Texture and Quad
								
								
								
								GL11.glTexCoord2f(Hoffset + size, Voffset + size );	GL11.glVertex3f(-0.07f, 0.3f, 0.05f); // Bottom Right Of The Texture and Quad
								
								//top
								GL11.glTexCoord2f(Hoffset + size,Voffset );GL11.glVertex3f(-0.08f, 0.4f, 0.05f); // Top Right Of The Texture and Quad
								
								GL11.glTexCoord2f(Hoffset, Voffset );	GL11.glVertex3f(-0.5f, 0.2f, 0.05f); // Top Left Of The Texture and Quad
								
								//metal part spick right
								// Front Face ..............................................................................................
										GL11.glNormal3f(0.0f, 0.0f, i); // Normal Pointing Towards Viewer
										
										//  bottom                x ,   y
										GL11.glTexCoord2f(Hoffset, Voffset + size); GL11.glVertex3f(0.07f, 0.3f, 0.05f); // Bottom Left Of The Texture and Quad
										
										
										
										GL11.glTexCoord2f(Hoffset + size, Voffset + size );	GL11.glVertex3f(0.5f, 0.2f, 0.05f); // Bottom Right Of The Texture and Quad
										
										//top
										GL11.glTexCoord2f(Hoffset + size,Voffset );GL11.glVertex3f(0.5f, 0.2f, 0.05f); // Top Right Of The Texture and Quad
										
										GL11.glTexCoord2f(Hoffset, Voffset );	GL11.glVertex3f(0.08f, 0.4f, 0.05f); // Top Left Of The Texture and Quad
											
				
										Hoffset = size*0f;
										Voffset = size*1f;
	
		// Back Face
	//	GL11.glNormal3f(0.0f, 0.0f, -i); // Normal Pointing Away From Viewer
		
		GL11.glTexCoord2f(Hoffset + size,  Voffset + size); GL11.glVertex3f(-0.08f, 0.4f, -0.05f); // Bottom Right Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset + size, Voffset  ); GL11.glVertex3f(-0.08f, i, -0.05f); // Top Right Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset, Voffset  );	GL11.glVertex3f(0.08f, i, -0.05f); // Top Left Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset,  Voffset + size);	GL11.glVertex3f(0.08f, 0.4f, -0.05f); // Bottom Left Of The Texture and Quad
		
		
		GL11.glTexCoord2f(Hoffset + size,  Voffset + size); GL11.glVertex3f(-0.04f, -0.5f, -0.05f); // Bottom Right Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset + size, Voffset  ); GL11.glVertex3f(-0.07f, 0.3f, -0.05f); // Top Right Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset, Voffset  );	GL11.glVertex3f(0.07f, 0.3f, -0.05f); // Top Left Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset,  Voffset + size);	GL11.glVertex3f(0.04f,-0.5f, -0.05f); // Bottom Left Of The Texture and Quad
		
		Hoffset = size*1f;
		Voffset = size*0f;
	//metal on back right
		GL11.glTexCoord2f(Hoffset + size,  Voffset + size); GL11.glVertex3f(0.07f, 0.3f, -0.05f); // Bottom Right Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset + size, Voffset  ); GL11.glVertex3f(0.08f, 0.4f, -0.05f); // Top Right Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset, Voffset  );	GL11.glVertex3f(0.5f, 0.2f, -0.05f); // Top Left Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset,  Voffset + size);	GL11.glVertex3f(0.5f,0.2f, -0.05f); // Bottom Left Of The Texture and Quad
		
		GL11.glTexCoord2f(Hoffset + size,  Voffset + size); GL11.glVertex3f(-0.07f, 0.3f, -0.05f); // Bottom Right Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset,  Voffset + size);	GL11.glVertex3f(-0.5f,0.2f, -0.05f); // Bottom Left Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset + size, Voffset  ); GL11.glVertex3f(-0.08f, 0.4f, -0.05f); // Top Right Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset, Voffset  );	GL11.glVertex3f(-0.5f, 0.2f, -0.05f); // Top Left Of The Texture and Quad
		
		GL11.glTexCoord2f(Hoffset + size,  Voffset + size); GL11.glVertex3f(0.07f, 0.3f, -0.05f); // Bottom Right Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset,  Voffset + size);	GL11.glVertex3f(-0.07f,0.3f, -0.05f); // Bottom Left Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset + size, Voffset  ); GL11.glVertex3f(-0.08f, 0.4f, -0.05f); // Top Right Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset, Voffset  );	GL11.glVertex3f(+0.08f, 0.4f, -0.05f); // Top Left Of The Texture and Quad
		
		
		
		
		
		// Bottom Face
	
		Hoffset = size*1f;
		Voffset = size*1f;
	GL11.glNormal3f(0.0f, -i, 0.0f); // Normal Pointing Down
		
		
		GL11.glTexCoord2f(Hoffset + size,Voffset + size); GL11.glVertex3f(-0.04f, -i, -0.05f); // Top Right Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset, Voffset + size);	GL11.glVertex3f(0.04f, -i, -0.05f); // Top Left Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset, Voffset);GL11.glVertex3f(0.04f, -i, 0.05f); // Bottom Left Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset + size, Voffset);	GL11.glVertex3f(-0.04f, -i, 0.05f); // Bottom Right Of The Texture and Quad
		
		
		Hoffset = size*1f;
		Voffset = size*0f;
		GL11.glTexCoord2f(Hoffset + size,Voffset + size); GL11.glVertex3f(-0.5f, 0.2f, -0.05f); // Top Right Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset, Voffset + size);	GL11.glVertex3f(-0.07f, 0.3f, -0.05f); // Top Left Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset, Voffset);GL11.glVertex3f(-0.07f, 0.3f, 0.05f); // Bottom Left Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset + size, Voffset);	GL11.glVertex3f(-0.5f, 0.2f, 0.05f); // Bottom Right Of The Texture and Quad
		

		GL11.glTexCoord2f(Hoffset + size,Voffset + size); GL11.glVertex3f(0.07f, 0.3f, -0.05f); // Top Right Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset, Voffset + size);	GL11.glVertex3f(0.5f, 0.2f, -0.05f); // Top Left Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset, Voffset);GL11.glVertex3f(0.5f, 0.2f, 0.05f); // Bottom Left Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset + size, Voffset);	GL11.glVertex3f(0.07f, 0.3f, 0.05f); // Bottom Right Of The Texture and Quad
		
		
	
		// Right face
		Hoffset = size*0f;
		Voffset = size*1f;
		GL11.glNormal3f(i, 0.0f, 0.0f); // Normal Pointing Right
		
		GL11.glTexCoord2f(Hoffset + size, Voffset + size);	GL11.glVertex3f(0.04f, -i, -0.05f); // Bottom Right Of The Texture and Quad
		
		GL11.glTexCoord2f(Hoffset + size, Voffset);GL11.glVertex3f(0.07f, 0.3f, -0.05f); // Top Right Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset, Voffset);	GL11.glVertex3f(0.07f, 0.3f, 0.05f); // Top Left Of The Texture and Quad
		
		GL11.glTexCoord2f(Hoffset, Voffset + size);	GL11.glVertex3f(0.04f, -i, 0.05f); // Bottom Left Of The Texture and Quad
		
		// Right face top
				Hoffset = size*0f;
				Voffset = size*1f;
				GL11.glNormal3f(i, 0.0f, 0.0f); // Normal Pointing Right
				
				GL11.glTexCoord2f(Hoffset + size, Voffset + size);	GL11.glVertex3f(0.08f, 0.4f, -0.05f); // Bottom Right Of The Texture and Quad
				
				GL11.glTexCoord2f(Hoffset + size, Voffset);GL11.glVertex3f(0.08f, 0.5f, -0.05f); // Top Right Of The Texture and Quad
				GL11.glTexCoord2f(Hoffset, Voffset);	GL11.glVertex3f(0.08f, 0.5f, 0.05f); // Top Left Of The Texture and Quad
				
				GL11.glTexCoord2f(Hoffset, Voffset + size);	GL11.glVertex3f(0.08f, 0.4f, 0.05f); // Bottom Left Of The Texture and Quad
				
		
		
		
		
		// Left Face
		
		//top
		GL11.glNormal3f(-i, 0.0f, 0.0f); // Normal Pointing Left
		
		GL11.glTexCoord2f(Hoffset,Voffset + size);	GL11.glVertex3f(-0.08f, 0.4f, -0.05f); // Bottom Left Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset + size,Voffset + size);	GL11.glVertex3f(-0.08f, 0.4f, 0.05f); // Bottom Right Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset + size,Voffset);GL11.glVertex3f(-0.08f, i, 0.05f); // Top Right Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset, Voffset);	GL11.glVertex3f(-0.08f, i, -0.05f); // Top Left Of The Texture and Quad
		
		// Left Face
		
				//top
				GL11.glNormal3f(-i, 0.0f, 0.0f); // Normal Pointing Left
				
				GL11.glTexCoord2f(Hoffset,Voffset + size);	GL11.glVertex3f(-0.04f, -0.5f, -0.05f); // Bottom Left Of The Texture and Quad
				GL11.glTexCoord2f(Hoffset + size,Voffset + size);	GL11.glVertex3f(-0.04f, -0.5f, 0.05f); // Bottom Right Of The Texture and Quad
				GL11.glTexCoord2f(Hoffset + size,Voffset);GL11.glVertex3f(-0.07f, 0.3f, 0.05f); // Top Right Of The Texture and Quad
				GL11.glTexCoord2f(Hoffset, Voffset);	GL11.glVertex3f(-0.07f,0.3f, -0.05f); // Top Left Of The Texture and Quad
		
		GL11.glEnd();
	}
}

After i will know how to make my tool for example picaxe(axe actualy) then i will probably ask help for transperent blosk like glass which actualy need to work alredy besauce Vermeer alredy added that to code and that worked for him.

okay i will try.
So for now only thing whats not working is transperasy for glass and leaves but thats diferent story i dont know whay that is.
Anyway my problem is that i have my axe script which Vermeer has well writen and it works okay but now i want to add my won tool to objects package so i added pickaxe which will eventualy be an axe for wood choping. So all what i want from you is to excplain me how orginal axe (which looks like pick axe) is writen litle explanations on how its rendered nly with comments in code.

So here is code.I dont want you to add more code to it or something else just explain me what is what in it so i can make my own tool.

package objects;

import java.nio.FloatBuffer;

import org.lwjgl.opengl.GL11;

public class Axe {

	public static void VertexData(FloatBuffer vHandle,float  xOset, float yOset, float zOset,float tint){
		
		float side = 0.15f;
		float side2 = 0.3f;
		float s= 0.0625f; //texture size 1/16
		float h = s*0;
		//front face
				//quad 1 bottom
				
				vHandle.put(-0.5f + xOset).put(-0.5f + yOset).put(+0.5f + zOset); // vertex bottom left
				vHandle.put(tint-side2).put(tint-side2).put(tint-side2);
				vHandle.put(h).put(s); // texture 
				//vHandle.put(tint).put(tint).put(tint);
				vHandle.put(+0.5f+ xOset).put(-0.5f+ yOset).put(+0.5f + zOset); // v  bottom right
				vHandle.put(tint-side2).put(tint-side2).put(tint-side2);
				vHandle.put(h+s).put(s); // 	t
				//vHandle.put(tint).put(tint).put(tint);
				vHandle.put(+0.5f+ xOset).put(+0.5f+ yOset).put(+0.5f + zOset); // v top right
				vHandle.put(tint-side).put(tint-side).put(tint-side);
				vHandle.put(h+s).put(0); // t
				//vHandle.put(tint).put(tint).put(tint);
				vHandle.put(-0.5f+ xOset).put(+0.5f+ yOset).put(+0.5f + zOset); // v top left
				vHandle.put(tint-side).put(tint-side).put(tint-side);
				vHandle.put(h).put(0); //t
				
				
				// right face
				// triangle 1 bottom
				//vHandle.put(tint).put(tint).put(tint);
				vHandle.put(+0.5f+ xOset).put(-0.5f+ yOset).put(+0.5f + zOset); // v
				vHandle.put(tint-side2).put(tint-side2).put(tint-side2);
				vHandle.put(h).put(s); //
				//vHandle.put(tint).put(tint).put(tint);
				vHandle.put(+0.5f+ xOset).put(-0.5f+ yOset).put(-0.5f + zOset); // v
				vHandle.put(tint-side2).put(tint-side2).put(tint-side2);
				vHandle.put(h+s).put(s); //
				//vHandle.put(tint).put(tint).put(tint);
				vHandle.put(+0.5f+ xOset).put(+0.5f+ yOset).put(-0.5f + zOset); // v
				vHandle.put(tint-side).put(tint-side).put(tint-side);
				vHandle.put(h+s).put(0); //
				//vHandle.put(tint).put(tint).put(tint);
				vHandle.put(+0.5f+ xOset).put(+0.5f+ yOset).put(+0.5f + zOset); // v
				vHandle.put(tint-side).put(tint-side).put(tint-side);
				vHandle.put(h).put(0); // 

				//back face
				//triangle 1 bottom
				//vHandle.put(tint).put(tint).put(tint);
				vHandle.put(+0.5f+ xOset).put(-0.5f+ yOset).put(-0.5f + zOset); // vertex
				vHandle.put(tint-side2).put(tint-side2).put(tint-side2);
				vHandle.put(h).put(s); // texture 
				//vHandle.put(tint).put(tint).put(tint);
				vHandle.put(-0.5f+ xOset).put(-0.5f+ yOset).put(-0.5f + zOset); // v
				vHandle.put(tint-side2).put(tint-side2).put(tint-side2);
				vHandle.put(h+s).put(s); // 
				//vHandle.put(tint).put(tint).put(tint);
				vHandle.put(-0.5f+ xOset).put(+0.5f+ yOset).put(-0.5f + zOset); // v
				vHandle.put(tint-side).put(tint-side).put(tint-side);
				vHandle.put(h+s).put(0); // 
				//vHandle.put(tint).put(tint).put(tint);
				vHandle.put(+0.5f+ xOset).put(+0.5f+ yOset).put(-0.5f + zOset); // v
				vHandle.put(tint-side).put(tint-side).put(tint-side);
				vHandle.put(h).put(0); // c   blue
				
			
				//top face
				//triangle 1 bottom
				//vHandle.put(tint).put(tint).put(tint);
				vHandle.put(-0.5f+ xOset).put(+0.5f+ yOset).put(+0.5f + zOset); // vertex
				vHandle.put(tint).put(tint).put(tint);
				vHandle.put(h).put(s); // texture 
				//vHandle.put(tint).put(tint).put(tint);
				vHandle.put(+0.5f+ xOset).put(+0.5f+ yOset).put(+0.5f + zOset); // v
				vHandle.put(tint).put(tint).put(tint);
				vHandle.put(h+s).put(s); // 
				//vHandle.put(tint).put(tint).put(tint);
				vHandle.put(+0.5f+ xOset).put(+0.5f+ yOset).put(-0.5f + zOset); // v
				vHandle.put(tint).put(tint).put(tint);
				vHandle.put(h+s).put(0); // 
				//vHandle.put(tint).put(tint).put(tint);
				vHandle.put(-0.5f+ xOset).put(+0.5f+ yOset).put(-0.5f + zOset); // v
				vHandle.put(tint).put(tint).put(tint);
				vHandle.put(h).put(0); // c   blue
				
				
				// left face
					// triangle 1 bottom
				//vHandle.put(tint).put(tint).put(tint);
					vHandle.put(-0.5f+ xOset).put(-0.5f+ yOset).put(-0.5f + zOset); // v
					vHandle.put(tint-side2).put(tint-side2).put(tint-side2);
					vHandle.put(h).put(s); //
					//vHandle.put(tint).put(tint).put(tint);
					vHandle.put(-0.5f+ xOset).put(-0.5f+ yOset).put(+0.5f + zOset); // v
					vHandle.put(tint-side2).put(tint-side2).put(tint-side2);
					vHandle.put(h+s).put(s); //
					//vHandle.put(tint).put(tint).put(tint);
					vHandle.put(-0.5f+ xOset).put(+0.5f+ yOset).put(+0.5f + zOset); // v
					vHandle.put(tint-side).put(tint-side).put(tint-side);
					vHandle.put(h+s).put(0); //
					//vHandle.put(tint).put(tint).put(tint);
					vHandle.put(-0.5f+ xOset).put(+0.5f+ yOset).put(-0.5f + zOset); // v
					vHandle.put(tint-side).put(tint-side).put(tint-side);
					vHandle.put(h).put(0); // 
					
					//bottom face
					//triangle 1 bottom
					//vHandle.put(tint).put(tint).put(tint);
					vHandle.put(+0.5f+ xOset).put(-0.5f+ yOset).put(-0.5f + zOset); // v
					vHandle.put(tint).put(tint).put(tint);
					vHandle.put(h).put(s); // 
					//vHandle.put(tint).put(tint).put(tint);
					vHandle.put(+0.5f+ xOset).put(-0.5f+ yOset).put(+0.5f + zOset); // v
					vHandle.put(tint).put(tint).put(tint);
					vHandle.put(h+s).put(s); // 
					//vHandle.put(tint).put(tint).put(tint);
					vHandle.put(-0.5f+ xOset).put(-0.5f+ yOset).put(+0.5f + zOset); // vertex
					vHandle.put(tint).put(tint).put(tint);
					vHandle.put(h+s).put(0); // texture 
					//vHandle.put(tint).put(tint).put(tint);
					vHandle.put(-0.5f+ xOset).put(-0.5f+ yOset).put(-0.5f + zOset); // v
					vHandle.put(tint).put(tint).put(tint);
					vHandle.put(h).put(0); // c 	
					
				
					

		}
	
	public static void RenderVertexColour(int textureID,  float BlockSize){
		GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID);//select texture
		//GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_MODULATE);
		//
		float i = 0.5f;
		
		//float side = 0.15f;
		//float side2 = 0.3f;
		float size= 0.0625f; //texture size 1/16
		float Hoffset = size*0f;
		float Voffset = size*0f;
		GL11.glColor3f(0.6f,0.6f, 0.6f);
		//GL11.glColor4d(1,1,1,1);
		GL11.glBegin(GL11.GL_QUADS);
		
		
		 Hoffset = size*1f;
		 Voffset = size*1f;
		// Top Face  wood
				GL11.glColor3f(1f,1f, 1f);
				
				GL11.glNormal3f(0.0f, i, 0.0f); // Normal Pointing Up
			
				GL11.glTexCoord2f(Hoffset, Voffset + size);	GL11.glVertex3f(-0.08f, i, -0.05f); // Top Left Of The Texture and Quad
			
				GL11.glTexCoord2f(Hoffset, Voffset);GL11.glVertex3f(-0.08f, i, 0.05f); // Bottom Left Of The Texture and Quad
			
				GL11.glTexCoord2f(Hoffset + size, Voffset);	GL11.glVertex3f(0.08f, i, 0.05f); // Bottom Right Of The Texture and Quad
				
				GL11.glTexCoord2f(Hoffset + size, Voffset + size);GL11.glVertex3f(0.08f, i, -0.05f); // Top Right Of The Texture and Quad
				
				GL11.glColor3f(0.6f,0.6f, 0.6f);
				
				// Hoffset = size*1f;
				 Voffset = size*0f;
				// Top Face  metal right
				GL11.glColor3f(1f,1f, 1f);
				
				GL11.glNormal3f(0.0f, i, 0.0f); // Normal Pointing Up
			
				GL11.glTexCoord2f(Hoffset, Voffset + size);	GL11.glVertex3f(0.08f, 0.4f, -0.05f); // Top Left Of The Texture and Quad
			
				GL11.glTexCoord2f(Hoffset, Voffset);GL11.glVertex3f(0.08f, 0.4f, 0.05f); // Bottom Left Of The Texture and Quad
			
				GL11.glTexCoord2f(Hoffset + size, Voffset);	GL11.glVertex3f(0.5f, 0.2f, 0.05f); // Bottom Right Of The Texture and Quad
				
				GL11.glTexCoord2f(Hoffset + size, Voffset + size);GL11.glVertex3f(0.5f, 0.2f, -0.05f); // Top Right Of The Texture and Quad
				
				GL11.glColor3f(0.6f,0.6f, 0.6f);
				
				// Top Face  metal left
				GL11.glColor3f(1f,1f, 1f);
				
				GL11.glNormal3f(0.0f, i, 0.0f); // Normal Pointing Up
			
				GL11.glTexCoord2f(Hoffset, Voffset + size);	GL11.glVertex3f(-0.5f, 0.2f, -0.05f); // Top Left Of The Texture and Quad
			
				GL11.glTexCoord2f(Hoffset, Voffset);GL11.glVertex3f(-0.5f, 0.2f, 0.05f); // Bottom Left Of The Texture and Quad
			
				GL11.glTexCoord2f(Hoffset + size, Voffset);	GL11.glVertex3f(-0.08f, 0.4f, 0.05f); // Bottom Right Of The Texture and Quad
				
				GL11.glTexCoord2f(Hoffset + size, Voffset + size);GL11.glVertex3f(-0.08f, 0.4f, -0.05f); // Top Right Of The Texture and Quad
				
				GL11.glColor3f(0.6f,0.6f, 0.6f);
		
		
		//front of axe
		Hoffset = size*0f;
		Voffset = size*1f;
		
		// Front Face ..............................................................................................
		GL11.glNormal3f(0.0f, 0.0f, i); // Normal Pointing Towards Viewer
		
		//  bottom                x ,   y
		GL11.glTexCoord2f(Hoffset, Voffset + size); GL11.glVertex3f(-0.04f, -i, 0.05f); // Bottom Left Of The Texture and Quad
		
		
		
		GL11.glTexCoord2f(Hoffset + size, Voffset + size );	GL11.glVertex3f(0.04f, -i, 0.05f); // Bottom Right Of The Texture and Quad
		
		//top
		GL11.glTexCoord2f(Hoffset + size,Voffset );GL11.glVertex3f(0.07f, 0.3f, 0.05f); // Top Right Of The Texture and Quad
		
		GL11.glTexCoord2f(Hoffset, Voffset );	GL11.glVertex3f(-0.07f, 0.3f, 0.05f); // Top Left Of The Texture and Quad
		
		
		// Front Face ..............................................................................................
				GL11.glNormal3f(0.0f, 0.0f, i); // Normal Pointing Towards Viewer
				
				//  bottom                x ,   y
				GL11.glTexCoord2f(Hoffset, Voffset + size); GL11.glVertex3f(-0.08f, 0.4f, 0.05f); // Bottom Left Of The Texture and Quad
				
				
				
				GL11.glTexCoord2f(Hoffset + size, Voffset + size );	GL11.glVertex3f(0.08f, 0.4f, 0.05f); // Bottom Right Of The Texture and Quad
				
				//top
				GL11.glTexCoord2f(Hoffset + size,Voffset );GL11.glVertex3f(0.08f, 0.5f, 0.05f); // Top Right Of The Texture and Quad
				
				GL11.glTexCoord2f(Hoffset, Voffset );	GL11.glVertex3f(-0.08f, 0.5f, 0.05f); // Top Left Of The Texture and Quad
				
				//front of axe
				Hoffset = size*1f;
				Voffset = size*0f;
				
				//metal part
				// Front Face ..............................................................................................
						GL11.glNormal3f(0.0f, 0.0f, i); // Normal Pointing Towards Viewer
						
						//  bottom                x ,   y
						GL11.glTexCoord2f(Hoffset, Voffset + size); GL11.glVertex3f(-0.07f, 0.3f, 0.05f); // Bottom Left Of The Texture and Quad
						
						
						
						GL11.glTexCoord2f(Hoffset + size, Voffset + size );	GL11.glVertex3f(0.07f, 0.3f, 0.05f); // Bottom Right Of The Texture and Quad
						
						//top
						GL11.glTexCoord2f(Hoffset + size,Voffset );GL11.glVertex3f(0.08f, 0.4f, 0.05f); // Top Right Of The Texture and Quad
						
						GL11.glTexCoord2f(Hoffset, Voffset );	GL11.glVertex3f(-0.08f, 0.4f, 0.05f); // Top Left Of The Texture and Quad
						
						//metal part spick left
						// Front Face ..............................................................................................
								GL11.glNormal3f(0.0f, 0.0f, i); // Normal Pointing Towards Viewer
								
								//  bottom                x ,   y
								GL11.glTexCoord2f(Hoffset, Voffset + size); GL11.glVertex3f(-0.5f, 0.2f, 0.05f); // Bottom Left Of The Texture and Quad
								
								
								
								GL11.glTexCoord2f(Hoffset + size, Voffset + size );	GL11.glVertex3f(-0.07f, 0.3f, 0.05f); // Bottom Right Of The Texture and Quad
								
								//top
								GL11.glTexCoord2f(Hoffset + size,Voffset );GL11.glVertex3f(-0.08f, 0.4f, 0.05f); // Top Right Of The Texture and Quad
								
								GL11.glTexCoord2f(Hoffset, Voffset );	GL11.glVertex3f(-0.5f, 0.2f, 0.05f); // Top Left Of The Texture and Quad
								
								//metal part spick right
								// Front Face ..............................................................................................
										GL11.glNormal3f(0.0f, 0.0f, i); // Normal Pointing Towards Viewer
										
										//  bottom                x ,   y
										GL11.glTexCoord2f(Hoffset, Voffset + size); GL11.glVertex3f(0.07f, 0.3f, 0.05f); // Bottom Left Of The Texture and Quad
										
										
										
										GL11.glTexCoord2f(Hoffset + size, Voffset + size );	GL11.glVertex3f(0.5f, 0.2f, 0.05f); // Bottom Right Of The Texture and Quad
										
										//top
										GL11.glTexCoord2f(Hoffset + size,Voffset );GL11.glVertex3f(0.5f, 0.2f, 0.05f); // Top Right Of The Texture and Quad
										
										GL11.glTexCoord2f(Hoffset, Voffset );	GL11.glVertex3f(0.08f, 0.4f, 0.05f); // Top Left Of The Texture and Quad
											
				
										Hoffset = size*0f;
										Voffset = size*1f;
	
		// Back Face
	//	GL11.glNormal3f(0.0f, 0.0f, -i); // Normal Pointing Away From Viewer
		
		GL11.glTexCoord2f(Hoffset + size,  Voffset + size); GL11.glVertex3f(-0.08f, 0.4f, -0.05f); // Bottom Right Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset + size, Voffset  ); GL11.glVertex3f(-0.08f, i, -0.05f); // Top Right Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset, Voffset  );	GL11.glVertex3f(0.08f, i, -0.05f); // Top Left Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset,  Voffset + size);	GL11.glVertex3f(0.08f, 0.4f, -0.05f); // Bottom Left Of The Texture and Quad
		
		
		GL11.glTexCoord2f(Hoffset + size,  Voffset + size); GL11.glVertex3f(-0.04f, -0.5f, -0.05f); // Bottom Right Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset + size, Voffset  ); GL11.glVertex3f(-0.07f, 0.3f, -0.05f); // Top Right Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset, Voffset  );	GL11.glVertex3f(0.07f, 0.3f, -0.05f); // Top Left Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset,  Voffset + size);	GL11.glVertex3f(0.04f,-0.5f, -0.05f); // Bottom Left Of The Texture and Quad
		
		Hoffset = size*1f;
		Voffset = size*0f;
	//metal on back right
		GL11.glTexCoord2f(Hoffset + size,  Voffset + size); GL11.glVertex3f(0.07f, 0.3f, -0.05f); // Bottom Right Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset + size, Voffset  ); GL11.glVertex3f(0.08f, 0.4f, -0.05f); // Top Right Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset, Voffset  );	GL11.glVertex3f(0.5f, 0.2f, -0.05f); // Top Left Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset,  Voffset + size);	GL11.glVertex3f(0.5f,0.2f, -0.05f); // Bottom Left Of The Texture and Quad
		
		GL11.glTexCoord2f(Hoffset + size,  Voffset + size); GL11.glVertex3f(-0.07f, 0.3f, -0.05f); // Bottom Right Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset,  Voffset + size);	GL11.glVertex3f(-0.5f,0.2f, -0.05f); // Bottom Left Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset + size, Voffset  ); GL11.glVertex3f(-0.08f, 0.4f, -0.05f); // Top Right Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset, Voffset  );	GL11.glVertex3f(-0.5f, 0.2f, -0.05f); // Top Left Of The Texture and Quad
		
		GL11.glTexCoord2f(Hoffset + size,  Voffset + size); GL11.glVertex3f(0.07f, 0.3f, -0.05f); // Bottom Right Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset,  Voffset + size);	GL11.glVertex3f(-0.07f,0.3f, -0.05f); // Bottom Left Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset + size, Voffset  ); GL11.glVertex3f(-0.08f, 0.4f, -0.05f); // Top Right Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset, Voffset  );	GL11.glVertex3f(+0.08f, 0.4f, -0.05f); // Top Left Of The Texture and Quad
		
		
		
		
		
		// Bottom Face
	
		Hoffset = size*1f;
		Voffset = size*1f;
	GL11.glNormal3f(0.0f, -i, 0.0f); // Normal Pointing Down
		
		
		GL11.glTexCoord2f(Hoffset + size,Voffset + size); GL11.glVertex3f(-0.04f, -i, -0.05f); // Top Right Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset, Voffset + size);	GL11.glVertex3f(0.04f, -i, -0.05f); // Top Left Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset, Voffset);GL11.glVertex3f(0.04f, -i, 0.05f); // Bottom Left Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset + size, Voffset);	GL11.glVertex3f(-0.04f, -i, 0.05f); // Bottom Right Of The Texture and Quad
		
		
		Hoffset = size*1f;
		Voffset = size*0f;
		GL11.glTexCoord2f(Hoffset + size,Voffset + size); GL11.glVertex3f(-0.5f, 0.2f, -0.05f); // Top Right Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset, Voffset + size);	GL11.glVertex3f(-0.07f, 0.3f, -0.05f); // Top Left Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset, Voffset);GL11.glVertex3f(-0.07f, 0.3f, 0.05f); // Bottom Left Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset + size, Voffset);	GL11.glVertex3f(-0.5f, 0.2f, 0.05f); // Bottom Right Of The Texture and Quad
		

		GL11.glTexCoord2f(Hoffset + size,Voffset + size); GL11.glVertex3f(0.07f, 0.3f, -0.05f); // Top Right Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset, Voffset + size);	GL11.glVertex3f(0.5f, 0.2f, -0.05f); // Top Left Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset, Voffset);GL11.glVertex3f(0.5f, 0.2f, 0.05f); // Bottom Left Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset + size, Voffset);	GL11.glVertex3f(0.07f, 0.3f, 0.05f); // Bottom Right Of The Texture and Quad
		
		
	
		// Right face
		Hoffset = size*0f;
		Voffset = size*1f;
		GL11.glNormal3f(i, 0.0f, 0.0f); // Normal Pointing Right
		
		GL11.glTexCoord2f(Hoffset + size, Voffset + size);	GL11.glVertex3f(0.04f, -i, -0.05f); // Bottom Right Of The Texture and Quad
		
		GL11.glTexCoord2f(Hoffset + size, Voffset);GL11.glVertex3f(0.07f, 0.3f, -0.05f); // Top Right Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset, Voffset);	GL11.glVertex3f(0.07f, 0.3f, 0.05f); // Top Left Of The Texture and Quad
		
		GL11.glTexCoord2f(Hoffset, Voffset + size);	GL11.glVertex3f(0.04f, -i, 0.05f); // Bottom Left Of The Texture and Quad
		
		// Right face top
				Hoffset = size*0f;
				Voffset = size*1f;
				GL11.glNormal3f(i, 0.0f, 0.0f); // Normal Pointing Right
				
				GL11.glTexCoord2f(Hoffset + size, Voffset + size);	GL11.glVertex3f(0.08f, 0.4f, -0.05f); // Bottom Right Of The Texture and Quad
				
				GL11.glTexCoord2f(Hoffset + size, Voffset);GL11.glVertex3f(0.08f, 0.5f, -0.05f); // Top Right Of The Texture and Quad
				GL11.glTexCoord2f(Hoffset, Voffset);	GL11.glVertex3f(0.08f, 0.5f, 0.05f); // Top Left Of The Texture and Quad
				
				GL11.glTexCoord2f(Hoffset, Voffset + size);	GL11.glVertex3f(0.08f, 0.4f, 0.05f); // Bottom Left Of The Texture and Quad
				
		
		
		
		
		// Left Face
		
		//top
		GL11.glNormal3f(-i, 0.0f, 0.0f); // Normal Pointing Left
		
		GL11.glTexCoord2f(Hoffset,Voffset + size);	GL11.glVertex3f(-0.08f, 0.4f, -0.05f); // Bottom Left Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset + size,Voffset + size);	GL11.glVertex3f(-0.08f, 0.4f, 0.05f); // Bottom Right Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset + size,Voffset);GL11.glVertex3f(-0.08f, i, 0.05f); // Top Right Of The Texture and Quad
		GL11.glTexCoord2f(Hoffset, Voffset);	GL11.glVertex3f(-0.08f, i, -0.05f); // Top Left Of The Texture and Quad
		
		// Left Face
		
				//top
				GL11.glNormal3f(-i, 0.0f, 0.0f); // Normal Pointing Left
				
				GL11.glTexCoord2f(Hoffset,Voffset + size);	GL11.glVertex3f(-0.04f, -0.5f, -0.05f); // Bottom Left Of The Texture and Quad
				GL11.glTexCoord2f(Hoffset + size,Voffset + size);	GL11.glVertex3f(-0.04f, -0.5f, 0.05f); // Bottom Right Of The Texture and Quad
				GL11.glTexCoord2f(Hoffset + size,Voffset);GL11.glVertex3f(-0.07f, 0.3f, 0.05f); // Top Right Of The Texture and Quad
				GL11.glTexCoord2f(Hoffset, Voffset);	GL11.glVertex3f(-0.07f,0.3f, -0.05f); // Top Left Of The Texture and Quad
		
		GL11.glEnd();
	}
}

After i will know how to make my tool for example picaxe(axe actualy) then i will probably ask help for transperent blosk like glass which actualy need to work alredy besauce Vermeer alredy added that to code and that worked for him.