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// construction d'un cube
// face
glBindTexture(GL_TEXTURE_2D,idTexture[2]);
glBegin(GL_QUADS);
glNormal3f(0.0f, 0.0f, -1.0f);
glTexCoord2f(0.0, 0.0); glVertex3f(0.0, 0.0, 0.0);
glTexCoord2f(1.0, 0.0); glVertex3f(1.0, 0.0, 0.0);
glTexCoord2f(1.0, 1.0); glVertex3f(1.0, 1.0, 0.0);
glTexCoord2f(0.0, 1.0); glVertex3f(0.0, 1.0, 0.0);
glEnd();
// derriere
glBindTexture(GL_TEXTURE_2D,idTexture[1]);
glBegin(GL_QUADS);
glNormal3f(0.0f, 0.0f, 2.0f);
glTexCoord2f(0.0, 0.0); glVertex3f(0.0, 0.0, 1.0);
glTexCoord2f(1.0, 0.0); glVertex3f(1.0, 0.0, 1.0);
glTexCoord2f(1.0, 1.0); glVertex3f(1.0, 1.0, 1.0);
glTexCoord2f(0.0, 1.0); glVertex3f(0.0, 1.0, 1.0);
glEnd();
// gauche
glBindTexture(GL_TEXTURE_2D,idTexture [1]);
glBegin(GL_QUADS);
glNormal3f(-1.0f, 0.0f, 0.0f);
glTexCoord2f(0.0, 0.0); glVertex3f(0.0, 0.0, 0.0);
glTexCoord2f(1.0, 0.0); glVertex3f(0.0, 0.0, 1.0);
glTexCoord2f(1.0, 1.0); glVertex3f(0.0, 1.0, 1.0);
glTexCoord2f(0.0, 1.0); glVertex3f(0.0, 1.0, 0.0);
glEnd();
// droite
glBindTexture(GL_TEXTURE_2D,idTexture [2]);
glBegin(GL_QUADS);
glNormal3f(2.0f, 0.0f, 0.0f);
glTexCoord2f(0.0, 0.0); glVertex3f(1.0, 0.0, 0.0);
glTexCoord2f(1.0, 0.0); glVertex3f(1.0, 0.0, 1.0);
glTexCoord2f(1.0, 1.0); glVertex3f(1.0, 1.0, 1.0);
glTexCoord2f(0.0, 1.0); glVertex3f(1.0, 1.0, 0.0);
glEnd();
// haut
glBindTexture(GL_TEXTURE_2D,idTexture [0]);
glBegin(GL_QUADS);
glNormal3f(0.0f, 2.0f, 0.0f);
glTexCoord2f(0.0, 0.0); glVertex3f(0.0, 1.0, 0.0);
glTexCoord2f(1.0, 0.0); glVertex3f(0.0, 1.0, 1.0);
glTexCoord2f(1.0, 1.0); glVertex3f(1.0, 1.0, 1.0);
glTexCoord2f(0.0, 1.0); glVertex3f(1.0, 1.0, 0.0);
glEnd();
// bas
glBindTexture(GL_TEXTURE_2D,idTexture [0]);
glBegin(GL_QUADS);
glNormal3f(0.0f, -1.0f, 0.0f);
glTexCoord2f(0.0, 0.0); glVertex3f(0.0, 0.0, 1.0);
glTexCoord2f(1.0, 0.0); glVertex3f(0.0, 0.0, 0.0);
glTexCoord2f(1.0, 1.0); glVertex3f(1.0, 0.0, 0.0);
glTexCoord2f(0.0, 1.0); glVertex3f(1.0, 0.0, 1.0);
glEnd(); |
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