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case SDL_MOUSEBUTTONDOWN: /* Clic de la souris */
if (event.button.button == SDL_BUTTON_LEFT)
{
x = event.button.x;
y = event.button.y;
}
GLint hits;
GLint viewport[4];
GLuint buffer[50];
glGetIntegerv(GL_VIEWPORT, viewport);
glSelectBuffer(50,buffer);
(void) glRenderMode(GL_SELECT);
glInitNames();
glPushName(0);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity ();
gluPickMatrix((GLdouble) x, (GLdouble) (viewport[3]-y), 1.0f, 1.0f, viewport);
gluPerspective(70,(double)640/480,1,1000);
glMatrixMode(GL_MODELVIEW);
compteurCube = 0;
for (i=0; i<cube; i++)
{
for (j=0; j<cube; j++)
{
for (k=0; k<cube; k++)
{
glLoadName(compteurCube);
glBegin(GL_QUADS);
glVertex3d(i+1,j+1,k+1);
glVertex3d(i+1,j+1,k);
glVertex3d(i,j+1,k);
glVertex3d(i,j+1,k+1);
glVertex3d(i+1,j,k+1);
glVertex3d(i+1,j,k);
glVertex3d(i+1,j+1,k);
glVertex3d(i+1,j+1,k+1);
glVertex3d(i,j,k+1);
glVertex3d(i,j,k);
glVertex3d(i+1,j,k);
glVertex3d(i+1,j,k+1);
glVertex3d(i,j+1,k+1);
glVertex3d(i,j+1,k);
glVertex3d(i,j,k);
glVertex3d(i,j,k+1);
glVertex3d(i+1,j+1,k);
glVertex3d(i+1,j,k);
glVertex3d(i,j,k);
glVertex3d(i,j+1,k);
glVertex3d(i+1,j,k+1);
glVertex3d(i+1,j+1,k+1);
glVertex3d(i,j+1,k+1);
glVertex3d(i,j,k+1);
glEnd();
compteurCube++;
}
}
}
glMatrixMode (GL_PROJECTION);
glPopMatrix ();
glFlush ();
hits = glRenderMode(GL_RENDER);
proits (hits, buffer); |
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