Bonjour,

l'execution de mon programme ne m'affiche pas le jarre à l'écran.
J'ai regardé pour voir ou ça clochait mais je ne trouve pas.

Voici le code :
Code : Sélectionner tout - Visualiser dans une fenêtre à part
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#include <GL/glut.h>
#include <stdlib.h>
#include <math.h>
#define PI 3.14159263
 
GLfloat jarre_2d[]={0,0,
		    3,0,
		    4,2,
		    4,5,
		    3,7,
		    1,9,
		    1,11,
		    3,13};
 
void lathe(int nbr_vertices, GLfloat profile[], float angle, int nbr_sections) {
 
  int s, v;
  float theta1, theta2, x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4;
 
  for(s=0; s<nbr_sections; s++) {
 
    theta1 = (s*1.0)*angle/nbr_sections*PI/180;
    theta2 = (s+1.0)*angle/nbr_sections*PI/180;
 
    for(v=0; v<nbr_vertices-1; v++) {
      x1 = profile[v*2]*cos(theta1);
      y1 = profile[v*2+1];
      z1 = profile[v*2]*sin(theta1);
 
      x2 = profile[v*2+2]*cos(theta1);
      y2 = profile[v*2+3];
      z2 = profile[v*2+2]*sin(theta1);
 
      x3 = profile[v*2+2]*cos(theta2);
      y3 = profile[v*2+3];
      z3 = profile[v*2+2]*sin(theta2);
 
      x4 = profile[v*2]*cos(theta2);
      y4 = profile[v*2+1];
      z4 = profile[v*2]*sin(theta2);
 
      glBegin(GL_POLYGON);
      glVertex3f(x1,y1,z1);
      glVertex3f(x2,y2,z2);
      glVertex3f(x3,y3,z3);
      glVertex3f(x4,y4,z4);
      glEnd();
 
    }   
  }
}
 
 
void display(void)
{
  glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_DOUBLE); // Clear the colour and depth buffer
 
  glLoadIdentity(); // Clear matrix stack
 
  // We set the camera in position 50,50,100 and we look at origo
  gluLookAt(50,50,100,0,0,0,0,1,0);
 
  glColor3f(0.6,0.2,1.0);
 
  // jarre
  glTranslatef(-8,2,20);
  glScalef(10,10,10);
  lathe(8, jarre_2d, 360.0, 16);
 
  glFlush(); // Makes sure that we output the model to the graphics card
  glutSwapBuffers();
}
 
// Called when a key is pressed
void key(unsigned char k, int x, int y)
{
  if( k == 'q' ) exit(0);
}
 
void reshape(int width,int height)
{
  glViewport(0,0,width,height); // Reset The Current Viewport
 
  glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
  glLoadIdentity(); // Reset The Projection Matrix
 
  // Calculate The Aspect Ratio Of The Window
  gluPerspective(45.0f,(float)640/(float)480,0.1f,1000.0f);
  // Always keeps the same aspect as a 640 wide and 480 high window
 
  glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
  glLoadIdentity(); // Reset The Modelview Matrix
}
 
void init()
{
  glClearColor(0,0,0,0);
  glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
  glDepthFunc(GL_LESS); // The Type Of Depth Test To Do
  glEnable(GL_DEPTH_TEST); // Enables Depth Testing
  glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
}
 
int main(int argc, char *argv[])
{
  glutInit(&argc, argv);
  glutInitDisplayMode(GLUT_RGB|GLUT_DOUBLE); // We want rgb display functionality
  glutInitWindowSize(640,480); // Set the window dimensions
  glutInitWindowPosition(0,0); // Set the window starting point
  glutCreateWindow("Exercise 1"); // Set the caption and launch the window
 
  init();
 
  // Last things before rendering starts
  glutDisplayFunc(display); // This will be called every frame
  glutReshapeFunc(reshape); // Reshape the window when something changes
  glutKeyboardFunc(key); // Callback for input
 
  glutMainLoop(); // Starts the main program
 
  // We will not reach this point unless exit(0) is called (see function keyCB)
 
  return 0;
}