void DessinerTable()
{
//Creation table de ping-pong
glTranslatef(0.0f,1.0f,0.0f);
glPushMatrix();
glBegin ( GL_QUADS );
glColor3f(0.0f,0.0f,0.6f);
// Front Face
glVertex3f(-1.9f, -0.05f, 3.0f);
glVertex3f( 1.9f, -0.05f, 3.0f);
glVertex3f( 1.9f, 0.05f, 3.0f);
glVertex3f(-1.9f, 0.05f, 3.0f);
// Back Face
glVertex3f(-1.9f, -0.05f, -3.0f);
glVertex3f(-1.9f, 0.05f, -3.0f);
glVertex3f( 1.9f, 0.05f, -3.0f);
glVertex3f( 1.9f, -0.05f, -3.0f);
// Top Face
glColor3f(1.0f,1.0f,1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.9f, 0.05f, -3.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.9f, 0.05f, 3.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.9f, 0.05f, 3.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.9f, 0.05f, -3.0f);
// Bottom Face
glColor3f(0.0f,0.0f,0.6f);
glVertex3f(-1.9f, -0.05f, -3.0f);
glVertex3f( 1.9f, -0.05f, -3.0f);
glVertex3f( 1.9f, -0.05f, 3.0f);
glVertex3f(-1.9f, -0.05f, 3.0f);
// Right face
glVertex3f( 1.9f, -0.05f, -3.0f);
glVertex3f( 1.9f, 0.05f, -3.0f);
glVertex3f( 1.9f, 0.05f, 3.0f);
glVertex3f( 1.9f, -0.05f, 3.0f);
// Left Face
glVertex3f(-1.9f, -0.05f, -3.0f);
glVertex3f(-1.9f, -0.05f, 3.0f);
glVertex3f(-1.9f, 0.05f, 3.0f);
glVertex3f(-1.9f, 0.05f, -3.0f);
glEnd();
glPopMatrix();
//Creation filet (avec blending on)
glPushMatrix();
glBindTexture ( GL_TEXTURE_2D, texture_id[1] );
glEnable(GL_BLEND); // Turn Blending On
glColor3f(1.0f,1.0f,1.0f);
glBegin ( GL_QUADS );
// Front Face
glTexCoord2f(-1.9f, 0.05f); glVertex3f(-1.9f, 0.05f, 0.01f);
glTexCoord2f(1.9f, 0.05f); glVertex3f( 1.9f, 0.05f, 0.01f);
glTexCoord2f(1.9f, 0.3f); glVertex3f( 1.9f, 0.3f, 0.01f);
glTexCoord2f(-1.9f, 0.3f); glVertex3f(-1.9f, 0.3f, 0.01f);
// Back Face
glTexCoord2f(-1.9f, 0.05f); glVertex3f(-1.9f, 0.05f, -0.0f);
glTexCoord2f(-1.9f, 0.3f); glVertex3f(-1.9f, 0.3f, -0.0f);
glTexCoord2f(1.9f, 0.3f); glVertex3f( 1.9f, 0.3f, -0.0f);
glTexCoord2f(1.9f, 0.05f); glVertex3f( 1.9f, 0.05f, -0.0f);
// Top Face
glVertex3f(-1.9f, 0.3f, -0.0f);
glVertex3f(-1.9f, 0.3f, 0.01f);
glVertex3f( 1.9f, 0.3f, 0.01f);
glVertex3f( 1.9f, 0.3f, -0.0f);
// Bottom Face
glVertex3f(-1.9f, 0.05f, -0.0f);
glVertex3f( 1.9f, 0.05f, -0.0f);
glVertex3f( 1.9f, 0.05f, 0.01f);
glVertex3f(-1.9f, 0.05f, 0.01f);
// Right face
glVertex3f( 1.9f, 0.05f, -0.0f);
glVertex3f( 1.9f, 0.3f, -0.0f);
glVertex3f( 1.9f, 0.3f, 0.01f);
glVertex3f( 1.9f, 0.05f, 0.01f);
// Left Face
glVertex3f(-1.9f, 0.05f, -0.0f);
glVertex3f(-1.9f, 0.05f, 0.01f);
glVertex3f(-1.9f, 0.3f, 0.01f);
glVertex3f(-1.9f, 0.3f, -0.0f);
glEnd();
glPopMatrix();
glDisable(GL_BLEND); // Turn Blending Off
glEnable(GL_DEPTH_TEST); // Turn Depth Testing On
}
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