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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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