Bonjour,

Je fais mes début avec la bibliotèque g3d de gwt, je cherche a afficher un simple triangle en lui spécifiant les position de ses trois sommets. Je réussi a afficher un StaticMesh sans problème mais je n'arrive pas afficher le triangle voulu.

Voici mon code:
Code : Sélectionner tout - Visualiser dans une fenêtre à part
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public class Test implements EntryPoint{
	/**
         * The message displayed to the user when the server cannot be reached or
         * returns an error.
         */
	private static final String SERVER_ERROR = "An error occurred while "
			+ "attempting to contact the server. Please check your network "
			+ "connection and try again.";
 
	/**
         * Create a remote service proxy to talk to the server-side Greeting service.
         */
	private final GreetingServiceAsync greetingService = GWT
			.create(GreetingService.class);
	private StaticMesh mesh;
	private GL2 gl;
	private Surface3D surface;
	private LambertianShader shader;
	private float posX =0, posY=0, posZ = 10;
	private float yaw, yawRate;
	private float pitch, pitchRate;
	private float speed;
	private final KeyboardManager keyboardManager = new KeyboardManager();
	//private boolean MouseLeftClicked = false;
 
 
 
	/**
         * This is the entry point method.
         */
	public void onModuleLoad() {
		  // Adds a canvas to the document.
		  surface = new Surface3D(500, 500);
		  surface.setPixelSize(500, 500);
 
		  RootPanel.get("section").add(surface);
 
		  keyboardManager.manage(surface);
		  keyboardManager.setPreventDefault(true);
 
		  gl = surface.getGL();
 
		  if (gl == null) {
		    Window.alert("No WebGL context found. Exiting.");
		    return;
		  }
		  // Sets up the GL context.
		  gl.clearColor(0.7f, 0.9f, 1.0f,1.0f);
		  gl.clearDepth(1);
		  gl.viewport(0, 0, surface.getWidth(), surface.getHeight());
		  gl.enable(EnableCap.DEPTH_TEST);
		  gl.depthFunc(DepthFunction.LEQUAL);
		  gl.clear(ClearBufferMask.COLOR_BUFFER_BIT, ClearBufferMask.DEPTH_BUFFER_BIT);
		  gl.enableVertexAttribArray(0);
 
 
		  // Creates a lambertian shader.
		  shader = new LambertianShader();
		  try {
		      shader.init(gl);
		    } catch (ShaderException e) {
		      Window.alert(e.getMessage());
		      return;
		    }
		    shader.bind();
 
 
		    mesh = new StaticMesh(gl, PrimitiveFactory.makeBox());
		    mesh.setPositionIndex(shader.getAttributePosition());
		    mesh.setNormalIndex(shader.getAttributeNormal());
		    mesh.setTexCoordIndex(-1);
 
		    shader.setDiffuseColor(.9f, .2f, .2f, 1f);
		    shader.setLightPosition(0, 0, 5);
 
		    PROJECTION.pushIdentity();
		    PROJECTION.perspective(30, 1, 1, 10000);
		    shader.setProjectionMatrix(PROJECTION.get());
		    PROJECTION.pop();    
 
		    FpsTimer timer = new FpsTimer(60)
			{
				@Override
				public void update()
				{
					Test.this.update();
				}
			};
			timer.start();
 
 
		}
 
	public void update() {
		handleKeys();
	    gl.clear(ClearBufferMask.COLOR_BUFFER_BIT, ClearBufferMask.DEPTH_BUFFER_BIT);
	    System.out.println("X = "+posX+" Y = "+posY+" Z = "+posZ+"  AngleX = "+pitch+" AngleY = "+yaw);
	    MODELVIEW.push();
	    MODELVIEW.rotateX((float) Math.toRadians(-pitch));
	    MODELVIEW.rotateY((float) Math.toRadians(-yaw));
	    MODELVIEW.translate(-posX, -posY, -posZ);
	    mesh.draw();
	    drawTriangle(new Vector3f(0, 5, 0), new Vector3f(-5, -5, 0), new Vector3f(5, -5, 0));
	    shader.setModelViewMatrix(MODELVIEW.get());
	    MODELVIEW.pop();
 
	    float elapsed = 60f;
	    if (speed != 0) {
	        posX -= (float) (Math.sin(Math.toRadians(yaw)) * speed * elapsed);
	        posZ -= (float) (Math.cos(Math.toRadians(yaw)) * speed * elapsed);
	    }
 
	    yaw += yawRate * elapsed;
	    pitch += pitchRate * elapsed;
 
	  }
 
	private void handleKeys() {
	    if (keyboardManager.isButtonDown(KeyCodes.KEY_PAGEUP)) {
	      pitchRate = 0.1f;
	    } else if (keyboardManager.isButtonDown(KeyCodes.KEY_PAGEDOWN)) {
	      pitchRate = -0.1f;
	    } else {
	      pitchRate = 0;
	    }
 
	    if (keyboardManager.isButtonDown(KeyCodes.KEY_LEFT) 
	        || keyboardManager.isButtonDown((int) 'Q')) {
	      yawRate = 0.05f;
	    } else if (keyboardManager.isButtonDown(KeyCodes.KEY_RIGHT) 
	        || keyboardManager.isButtonDown((int) 'D')) {
	      yawRate = -0.05f;
	    } else {
	      yawRate = 0;
	    }
 
	    if (keyboardManager.isButtonDown(KeyCodes.KEY_UP) 
	        || keyboardManager.isButtonDown((int) 'Z')) {
	      speed = 0.003f;
	    } else if (keyboardManager.isButtonDown(KeyCodes.KEY_DOWN) 
	        || keyboardManager.isButtonDown((int) 'S')) {
	      speed = -0.003f;
	    } else {
	      speed = 0;
	    }
	  }
 
 
 
	private void drawTriangle(Vector3f p1,Vector3f p2,Vector3f p3)
	{
 
		WebGLBuffer triangleVetexPositionBuffer = gl.createBuffer();
		gl.bindBuffer(BufferTarget.ARRAY_BUFFER, triangleVetexPositionBuffer);
		float[] vertices = {p1.x,p1.y,p1.z,p2.x,p2.y,p2.z,p3.x,p3.y,p3.z};
		gl.bufferData(BufferTarget.ARRAY_BUFFER, Float32Array.create(vertices), BufferUsage.STATIC_DRAW);
		gl.vertexAttribPointer(0, 3, DataType.FLOAT, false, 0, 0);
		gl.drawArrays(BeginMode.TRIANGLES, 0, 3);
 
 
	}
}
En espérant que quelqu’un pourra m'aider.