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| // sol
glBindTexture(GL_TEXTURE_2D, sol->textureID);
glBegin(GL_QUADS);
glTexCoord2d(-5,10); glVertex3d(-5,10,0);
glTexCoord2d(-5,-5); glVertex3d(-5,-5,0);
glTexCoord2d(5,-5); glVertex3d(5,-5,0);
glTexCoord2d(5,10); glVertex3d(5,10,0);
glEnd();
//mur droite
glBindTexture(GL_TEXTURE_2D, mur->textureID);
glBegin(GL_QUADS);
glTexCoord2d(11,0); glVertex3d(-5,6,0);
glTexCoord2d(0,0); glVertex3d(-5,-5,0);
glTexCoord2d(0,5); glVertex3d(-5,-5,5);
glTexCoord2d(11,5); glVertex3d(-5,6,5);
glTexCoord2d(1,0); glVertex3d(-5,10,0);
glTexCoord2d(0,0); glVertex3d(-5,9,0);
glTexCoord2d(0,5); glVertex3d(-5,9,5);
glTexCoord2d(1,5); glVertex3d(-5,10,5);
glTexCoord2d(3,0); glVertex3d(-5,9,5);
glTexCoord2d(0,0); glVertex3d(-5,6,5);
glTexCoord2d(0,0.5); glVertex3d(-5,6,4.5);
glTexCoord2d(3,0.5); glVertex3d(-5,9,4.5);
glTexCoord2d(3,0); glVertex3d(-5,9,1.5);
glTexCoord2d(0,0); glVertex3d(-5,6,1.5);
glTexCoord2d(0,1.5); glVertex3d(-5,6,0);
glTexCoord2d(3,1.5); glVertex3d(-5,9,0);
glEnd(); |
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