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void displayFunction(void)
{
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0.0, 0.0, eloi, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
/* remplissage de l'ecran avec la couleur de fond */
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
/* on fait tourner le repère local */
glRotatef((GLfloat)rX, 1.0, 0.0, 0.0);
glRotatef((GLfloat)rY, 0.0, 1.0, 0.0);
tex->Gen_Texture();
/*On trace les faces du cube*/
glBegin(GL_QUADS);
/* on desine des carrées avec la texture*/
glTexCoord2i(0,0);glVertex3i(-1,-1,-1);
glTexCoord2i(1,0);glVertex3i(+1,-1,-1);
glTexCoord2i(1,1);glVertex3i(+1,+1,-1);
glTexCoord2i(0,1);glVertex3i(-1,+1,-1);
glTexCoord2i(0,0);glVertex3i(-1,-1,+1);
glTexCoord2i(1,0);glVertex3i(+1,-1,+1);
glTexCoord2i(1,1);glVertex3i(+1,+1,+1);
glTexCoord2i(0,1);glVertex3i(-1,+1,+1);
glTexCoord2i(0,0);glVertex3i(+1,-1,-1);
glTexCoord2i(1,0);glVertex3i(+1,-1,+1);
glTexCoord2i(1,1);glVertex3i(+1,+1,+1);
glTexCoord2i(0,1);glVertex3i(+1,+1,-1);
glTexCoord2i(0,0);glVertex3i(-1,-1,-1);
glTexCoord2i(1,0);glVertex3i(-1,-1,+1);
glTexCoord2i(1,1);glVertex3i(-1,+1,+1);
glTexCoord2i(0,1);glVertex3i(-1,+1,-1);
glTexCoord2i(1,0);glVertex3i(-1,+1,-1);
glTexCoord2i(1,1);glVertex3i(+1,+1,-1);
glTexCoord2i(0,1);glVertex3i(+1,+1,+1);
glTexCoord2i(0,0);glVertex3i(-1,+1,+1);
glTexCoord2i(1,0);glVertex3i(-1,-1,+1);
glTexCoord2i(1,1);glVertex3i(+1,-1,+1);
glTexCoord2i(0,1);glVertex3i(+1,-1,-1);
glTexCoord2i(0,0);glVertex3i(-1,-1,-1);
/*dessin du sol*/
glTexCoord2i(1,0);glVertex3i(-15,-3,+15);
glTexCoord2i(1,1);glVertex3i(+15,-3,+15);
glTexCoord2i(0,1);glVertex3i(+15,-3,-15);
glTexCoord2i(0,0);glVertex3i(-15,-3,-15);
glEnd();
/* couleur dela sphere*/
glColor3f (0.0, 0.0, 0.7);
glutSolidSphere(20.0, 50, 50);
/* couleur des objets: blanc */
glColor3f (1.0, 1.0, 1.0);
texciel->Gen_Texture();
gluSphere(qobj,15,50,50);
gluQuadricTexture(qobj,1);
/* inversion des buffers */
glutSwapBuffers();
} |
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