I am developing a game in which i have to shake a dice to get number .I am using glkit to make a cube and texturing that cube by GLKBaseEffect. Well ! i want a cube having diffrent textured images on each faces so that it can simulates a dice. I want each faces of cube show different dice image like one face show number 1 another face show number two and so on..
I am pasting here my code .

```
- (void)setupGL {

[EAGLContext setCurrentContext:self.context];
glEnable(GL_CULL_FACE);

self.effect = [[GLKBaseEffect alloc] init];

NSDictionary * options = [NSDictionary dictionaryWithObjectsAndKeys:
                          [NSNumber numberWithBool:YES],
                          GLKTextureLoaderOriginBottomLeft, 
                          nil];

NSError * error;    
NSString *path = [[NSBundle mainBundle] pathForResource:@"tile_floor" ofType:@"png"];
GLKTextureInfo * info = [GLKTextureLoader textureWithContentsOfFile:path options:options error:&error];
if (info == nil) {
    NSLog(@"Error loading file: %@", [error localizedDescription]);
}
self.effect.texture2d0.name = info.name;
self.effect.texture2d0.enabled = true;

// draw one texture per side

// New lines
glGenVertexArraysOES(1, &_vertexArray);
glBindVertexArrayOES(_vertexArray);

// Old stuff
glGenBuffers(1, &_vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices), Vertices, GL_STATIC_DRAW);

glGenBuffers(1, &_indexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(Indices), Indices, GL_STATIC_DRAW);

// New lines (were previously in draw)
glEnableVertexAttribArray(GLKVertexAttribPosition);        
glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid *) offsetof(Vertex, Position));
glEnableVertexAttribArray(GLKVertexAttribColor);
glVertexAttribPointer(GLKVertexAttribColor, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid *) offsetof(Vertex, Color));
glEnableVertexAttribArray(GLKVertexAttribTexCoord0);
glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid *) offsetof(Vertex, TexCoord));

// New line
glBindVertexArrayOES(0); 

```

}

and calling draw elements method from here in drawInRects

```
- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect {

glClearColor(1.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
[self.effect prepareToDraw];
glBindVertexArrayOES(_vertexArray);
glDrawElements(GL_TRIANGLES, sizeof(Indices)/sizeof(Indices[0]), GL_UNSIGNED_BYTE, 0);

```

}

Can anyone help me to achieve this.
Thanks in advance. . . .