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txtF=loadTexture(chartxtF);
glBindTexture(GL_TEXTURE_2D, txtF);
/// t ,w,h sont des (float) valeurs quelconque !
/// face du bas
glBegin(GL_QUADS);
glTexCoord2d(0.3,0.3); glVertex3d(0,0,0);
glTexCoord2d(0.3,0.4); glVertex3d(-t,0,0);
glTexCoord2d(0.4,0.4); glVertex3d(-t,w,0);
glTexCoord2d(0.4,0.3); glVertex3d(0,w,0);
/// Grande face 1 : face
glTexCoord2d(0,0); glVertex3d(0,0,0);
glTexCoord2d(w,0); glVertex3d(0,w,0);
glTexCoord2d(w,h); glVertex3d(0,w,h);
glTexCoord2d(0,h); glVertex3d(0,0,h);
///
glTexCoord2d(0.3,0.3); glVertex3d(0,w,0);
glTexCoord2d(0.4,0.3); glVertex3d(-t,w,0);
glTexCoord2d(0.4,0.4); glVertex3d(-t,w,h);
glTexCoord2d(0.3,0.4); glVertex3d(0,w,h);
///
glTexCoord2d(0.3,0.3); glVertex3d(0,0,0);
glTexCoord2d(0.3,0.4); glVertex3d(0,0,h);
glTexCoord2d(0.4,0.4); glVertex3d(-t,0,h);
glTexCoord2d(0.4,0.3); glVertex3d(-t,0,0);
/// face du haut
glTexCoord2d(0.3,0.3); glVertex3d(0,0,h);
glTexCoord2d(0.4,0.3); glVertex3d(0,w,h);
glTexCoord2d(0.4,0.4); glVertex3d(-t,w,h);
glTexCoord2d(0.3,0.4); glVertex3d(-t,0,h);
glEnd();
if(textureD != "NULL")
txtD=loadTexture(chartxtD);
else
txtD=loadTexture(chartxtF);
if(c.r==c.g==c.b==192)
glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_DECAL);
glBindTexture(GL_TEXTURE_2D, txtD);
/// Grande face 2 : dos
glBegin(GL_QUADS);
glTexCoord2d(w,h); glVertex3d(-t,0,h);
glTexCoord2d(0,h); glVertex3d(-t,w,h);
glTexCoord2d(0,0); glVertex3d(-t,w,0);
glTexCoord2d(w,0); glVertex3d(-t,0,0);
glEnd();
glDeleteTextures(1,&txtF);
glDeleteTextures(1,&txtD); |
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