Bonjour,

Je suis en train de passer tout mon code en opengl "moderne" et je rencontre actuellement plusieurs problemes avec ma skybox :

- comme il n'y a plus vraiment possibilite de desactiver le depth mask (je n'ai pas trouve comment faire tout du moins), il y a des fois des angles de ma skybox qui sortent de la taille de la profondeur et nous avons donc des trous qui apparaissent.
- on voit les "lignes" entre les points qui buggent (allant meme jusqu'a etre dessiner devant d'autres objets).
- on voit les jointures du cube (ca je pense que ce n'est qu'une question de parametrage des textures).

Comme il n'y a de rien qu'une image pour illustrer les problemes cites precedemment, la voici :



Voici donc le code de ma classe skybox :

Code : Sélectionner tout - Visualiser dans une fenêtre à part
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#include "SkyBox.hpp"
#include "../MyWindow.hpp"
#include "../HandleError.hpp"
#include "../String_utils.hpp"
#include "../Camera.hpp"
#include <GL/glew.h>
 
#include <map>
#include <string>
 
using namespace std;
using namespace Object;
 
void  HandleSDL::createSkyBoxTextures(string textures[])
{
  GLenum cube_map_target[6] = {
    GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
    GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
    GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
    GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
    GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
    GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB
  };
 
  for (int i = 0; i < 6; i++)
    {
      SDL_Surface * picture_surface = NULL;
      SDL_Surface *gl_surface = NULL;
      SDL_Surface * gl_fliped_surface = NULL;
      Uint32 rmask, gmask, bmask, amask;
 
      picture_surface = IMG_Load(textures[i].c_str());
      if (picture_surface == NULL)
        {
          HandleError::showError(textures[i] + std::string(": No such file or directory"));
          continue;
        }
 
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
      rmask = 0xff000000;
      gmask = 0x00ff0000;
      bmask = 0x0000ff00;
      amask = 0x000000ff;
#else
      rmask = 0x000000ff;
      gmask = 0x0000ff00;
      bmask = 0x00ff0000;
      amask = 0xff000000;
#endif
 
      SDL_PixelFormat format = *(picture_surface->format);
      format.BitsPerPixel = 32;
      format.BytesPerPixel = 4;
      format.Rmask = rmask;
      format.Gmask = gmask;
      format.Bmask = bmask;
      format.Amask = amask;
 
      gl_surface = SDL_ConvertSurface(picture_surface, &format, SDL_SWSURFACE);
 
      gl_fliped_surface = flipSurface(gl_surface);
      gluBuild2DMipmaps(cube_map_target[i], 4, gl_fliped_surface->w,
                        gl_fliped_surface->h, GL_RGBA, GL_UNSIGNED_BYTE,
                        gl_fliped_surface->pixels);
 
      SDL_FreeSurface(gl_fliped_surface);
      SDL_FreeSurface(gl_surface);
      SDL_FreeSurface(picture_surface);
    }
  glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST); //GL_NEAREST_MIPMAP_LINEAR
  glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST); //GL_NEAREST_MIPMAP_LINEAR
  glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); //GL_CLAMP
  glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); //GL_CLAMP
  glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
}
 
SkyBox::SkyBox(float size) : Cube(Vector3D(0.f, 0.f, 0.f), Rotation(), Color(), size)
{
  m_hasTexture = true;
  m_shader = new Shader;
  m_pointsNumber = 0;
 
  glGenTextures(1, &cube_map_texture_ID);
 
  glEnable(GL_TEXTURE_CUBE_MAP_ARB);
  glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, cube_map_texture_ID);
 
#ifdef WIN32
  std::string tex[] = {"./textures/skybox/west.jpg", "./textures/skybox/east.jpg", "./textures/skybox/ground.jpg",
                       "./textures/skybox/sky.jpg", "./textures/skybox/north.jpg", "./textures/skybox/south.jpg"};
#else
  std::string tex[] = {"/windows/Users/imperio/Projects/My_World_SDL/My_World_SDL/My_World_SDL/textures/skybox/west.jpg",
                       "/windows/Users/imperio/Projects/My_World_SDL/My_World_SDL/My_World_SDL/textures/skybox/east.jpg",
                       "/windows/Users/imperio/Projects/My_World_SDL/My_World_SDL/My_World_SDL/textures/skybox/ground.jpg",
                       "/windows/Users/imperio/Projects/My_World_SDL/My_World_SDL/My_World_SDL/textures/skybox/sky.jpg",
                       "/windows/Users/imperio/Projects/My_World_SDL/My_World_SDL/My_World_SDL/textures/skybox/north.jpg",
                       "/windows/Users/imperio/Projects/My_World_SDL/My_World_SDL/My_World_SDL/textures/skybox/south.jpg"};
#endif
  MyWindow::createSkyBoxTextures(tex);
  glDisable(GL_TEXTURE_CUBE_MAP_ARB);
}
 
SkyBox::~SkyBox()
{
  /*for (int i = 0; i < 6; ++i)
    glDeleteTextures(1, &textures[i]);*/
  glDeleteTextures(1, &cube_map_texture_ID);
}
 
void  SkyBox::initializeGL()
{
  std::string vert;
  std::string frag;
 
  vert =
      "#version 330\n"
 
      "in vec3 vertor;\n"
      "out vec3 texCoord;\n"
      "uniform mat4 PVM;\n"
 
      "void main(){\n"
      "gl_Position = PVM * vec4(vertor, 1.0);\n"
      "texCoord = vertor;\n"
      "}";
 
  frag =
      "#version 330\n"
 
      "in vec3 texCoord;\n"
      "out vec4 fragColor;\n"
      "uniform samplerCube cubemap;\n"
 
      "void main (void){\n"
      "fragColor = texture(cubemap, texCoord);\n"
      "};";
  m_shader->setVertexSource(vert);
  m_shader->setFragmentSource(frag);
  if (!m_shader->load()){
      HandleError::showError("Shader didn't load in Skybox");
      exit(-1);
    }
 
  GLfloat tmpVertices[] = {
    -1.f,-1.f,-1.f, -1.f,1.f,-1.f, -1.f,-1.f,1.f, -1.f,1.f,1.f,
    1.f,-1.f,-1.f, 1.f,-1.f,1.f, 1.f,1.f,-1.f, 1.f,1.f,1.f,
    -1.f,-1.f,-1.f, -1.f,-1.f,1.f, 1.f,-1.f,-1.f, 1.f,-1.f,1.f,
    -1.f,1.f,-1.f, 1.f,1.f,-1.f, -1.f,1.f,1.f, 1.f,1.f,1.f,
    -1.f,-1.f,-1.f, 1.f,-1.f,-1.f, -1.f,1.f,-1.f, 1.f,1.f,-1.f,
    -1.f,-1.f,1.f, -1.f,1.f,1.f, 1.f,-1.f,1.f, 1.f,1.f,1.f};
 
  int max = sizeof(tmpVertices) / sizeof(tmpVertices[0]);
 
  for (int i(0); i < max; ++i){
      m_vertices.push_back(tmpVertices[i]);
      m_textures.push_back(tmpVertices[i]);
    }
  m_pointsNumber = m_vertices.size() / 3;
 
  PVM = glGetUniformLocation(m_shader->getProgramID(), "PVM");
  vertex = glGetAttribLocation(m_shader->getProgramID(), "vertor");
 
  this->initVertexBufferObject();
  this->initVertexArrayObject();
}
 
void  SkyBox::initVertexBufferObject()
{
  m_verticesSize = m_vertices.size() * sizeof(GLfloat);
  m_texturesSize = m_textures.size() * sizeof(GLfloat);
 
  glGenBuffers(1, &m_vboID);
  //verrouillage de l'objet
  glBindBuffer(GL_ARRAY_BUFFER, m_vboID);
 
  // Allocation de la memoire video
  glBufferData(GL_ARRAY_BUFFER, m_verticesSize + m_texturesSize, 0, GL_STATIC_DRAW);
 
  // Transfert des donnees
  glBufferSubData(GL_ARRAY_BUFFER, 0, m_verticesSize, &m_vertices[0]);
  glBufferSubData(GL_ARRAY_BUFFER, m_verticesSize, m_texturesSize, &m_textures[0]);
 
  glEnableVertexAttribArray(vertex);
  glVertexAttribPointer(vertex, 3, GL_FLOAT, GL_FALSE, 0, 0);
 
  // Deverrouillage de l'objet
  glBindBuffer(GL_ARRAY_BUFFER, 0);
}
 
void  SkyBox::bindVertexBufferObject()
{
  // Verrouillage du VBO
  glBindBuffer(GL_ARRAY_BUFFER, m_vboID);
 
  // Acces aux vertices dans la memoire video
  glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
  glEnableVertexAttribArray(0);
 
  //envoi des coordonnees des textures
  glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(m_verticesSize));
  glEnableVertexAttribArray(2);
  // Deverrouillage du VBO
  glBindBuffer(GL_ARRAY_BUFFER, 0);
}
 
void  SkyBox::initializeGLNoList()
{
}
 
void  SkyBox::paintGL(float &x, float &y)
{
  glUseProgram(m_shader->getProgramID());
 
  glBindVertexArray(m_vaoID);
 
  float dist = Camera::getDistanceView() - 400.f;
  glm::mat4 RotateX = glm::rotate(glm::mat4(1.0f), x, glm::vec3(-1.0f, 0.0f, 0.0f));
  glm::mat4 RotateY = glm::rotate(RotateX, y, glm::vec3(0.0f, 1.0f, 0.0f));
  glm::mat4 View = glm::mat4(1.0f);
  glm::mat4 Model = glm::scale(glm::mat4(1.0f), glm::vec3(dist, dist, dist));
  glm::mat4 M = Camera::getProjectionMatrix() * View * Model * RotateY;
 
  glUniformMatrix4fv(PVM, 1, GL_FALSE, glm::value_ptr(M));
 
  glEnable(GL_TEXTURE_CUBE_MAP_ARB);
  m_texture.bind();
  glDrawArrays(GL_TRIANGLE_STRIP, 0, m_pointsNumber);
  m_texture.unbind();
  glDisable(GL_TEXTURE_CUBE_MAP_ARB);
 
  glBindVertexArray(0);
  glUseProgram(0);
}
Je crois que tout le code qui nous interesse est la.

Merci d'avance pour votre aide !

PS: j'en profite pour poser une autre question : vaut-il mieux utiliser GL_TRIANGLES ou GL_TRIANGLE_STRIP ?