bonjour tous le monde.
j'ai un petit souci avec le placage d'une texture sur un cube simple.
voila le code:
Code : Sélectionner tout - Visualiser dans une fenêtre à part
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testGL1::testGL1(QWidget *parent) :  
    QGLWidget(parent)
{
     clearColor = Qt::darkYellow;
    xRot = 0;
    yRot = 0;
    zRot = 0;
}
 
void testGL1::loadTexture()
{
   texture[0] = bindTexture(QPixmap(QString(":/image.png")),  GL_TEXTURE_2D);
   glBindTexture( GL_TEXTURE_2D, texture[0] );
}
 
void testGL1::initializeGL()
{
    loadTexture();
 
    glShadeModel(GL_SMOOTH);
    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    glClearDepth(1.0f);
    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LEQUAL);
    glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
 
 
}
 
void testGL1::resizeGL(int width,int height)
{
    if (height==0)			// Prevent A Divide By Zero By
        {
                height=1;		// Making Height Equal One
        }
 
        glViewport(0,0,width,height);	// Reset The Current Viewport
 
        glMatrixMode(GL_PROJECTION);	// Select The Projection Matrix
        glLoadIdentity();		// Reset The Projection Matrix
 
        // Calculate The Aspect Ratio Of The Window
        gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
 
        glMatrixMode(GL_MODELVIEW);				// Select The Modelview Matrix
        glLoadIdentity();
}
 
void testGL1::paintGL()
{
        qglClearColor(clearColor);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	
         glLoadIdentity();
 
         glEnable(GL_DEPTH_TEST);
         glTranslatef(0.0f,0.0f,-20.0F) ;
         glRotatef(-50.0F,1.0F,0.0F,0.0F);
 
         glRotatef(xRot/ 16.0f , 1.0f, 0.0f, 0.0f);
         glRotatef(yRot/ 16.0f , 0.0f, 1.0f, 0.0f);
         glRotatef(zRot/ 16.0f, 0.0f, 0.0f, 1.0f);
 
         for ( int i = 0 ; i < 6 ; i++ ) {
             glPushMatrix();
             glRotatef(i*360.0F/6,0.0F,0.0F,1.0F);
             glTranslatef(6.0f,0.0f,0.0F) ;
             SolidCube(1.0F) ;//
             glPopMatrix(); }
 
          glDisable(GL_DEPTH_TEST);
          glFlush();
}
 
 
void testGL1::SolidCube(float c){
 
  glBindTexture(GL_TEXTURE_2D, texture[0]);
 
    c /= 1.0F;
  glBegin(GL_QUADS);
  glNormal3f(0.0F,0.0F,-1.0F);
  glTexCoord2f(0.0f, 0.0f); glVertex3f(c,c,-c);
  glTexCoord2f(1.0f, 0.0f); glVertex3f(c,-c,-c);
  glTexCoord2f(1.0f, 1.0f); glVertex3f(-c,-c,-c);
  glTexCoord2f(0.0f, 1.0f); glVertex3f(-c,c,-c);
  //glNormal3f(0.0F,0.0F,1.0F);
  glTexCoord2f(1.0f, 0.0f); glVertex3f(c,c,c);
  glTexCoord2f(1.0f, 1.0f); glVertex3f(-c,c,c);
  glTexCoord2f(0.0f, 1.0f); glVertex3f(-c,-c,c);
  glTexCoord2f(0.0f, 0.0f); glVertex3f(c,-c,c);
  //glNormal3f(-1.0F,0.0F,0.0F);
  glTexCoord2f(0.0f, 1.0f); glVertex3f(-c,c,-c);
  glTexCoord2f(0.0f, 0.0f); glVertex3f(-c,-c,-c);
  glTexCoord2f(1.0f, 0.0f); glVertex3f(-c,-c,c);
  glTexCoord2f(1.0f, 1.0f); glVertex3f(-c,c,c);
  //glNormal3f(1.0F,0.0F,0.0F);
  glTexCoord2f(1.0f, 1.0f); glVertex3f(c,c,c);
  glTexCoord2f(0.0f, 1.0f); glVertex3f(c,-c,c);
  glTexCoord2f(0.0f, 0.0f); glVertex3f(c,-c,-c);
  glTexCoord2f(1.0f, 0.0f); glVertex3f(c,c,-c);
  //glNormal3f(0.0F,-1.0F,0.0F);
 
  glTexCoord2f(1.0f, 0.0f); glVertex3f(-c,-c,c);
  glTexCoord2f(1.0f, 1.0f); glVertex3f(-c,-c,-c);
  glTexCoord2f(0.0f, 1.0f); glVertex3f(c,-c,-c);
  glTexCoord2f(0.0f, 0.0f); glVertex3f(c,-c,c);
  //glNormal3f(0.0F,1.0F,0.0F);
  glTexCoord2f(0.0f, 0.0f); glVertex3f(c,c,c);
  glTexCoord2f(1.0f, 0.0f); glVertex3f(c,c,-c);
  glTexCoord2f(1.0f, 1.0f); glVertex3f(-c,c,-c);
  glTexCoord2f(0.0f, 1.0f); glVertex3f(-c,c,c);
  glEnd();
 
}
ca compile sans probleme , mais la texture ne s'affiche pas, je vois plutot mes cubes en blanc.
Merci d'avance