bonjour
je suis débutant en progammation c++
je voudrais texturer plusieurs bitmap sur le cube une à une toutes les dix
secondes par exemple
les images s'affichent bien sur le cube mais le cube ne tourne plus et le
prog est très long a demarrer
comment faire????
voici mon code ci-dessous compilé sur dev-cpp
merci d'avance
Code : Sélectionner tout - Visualiser dans une fenêtre à part
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#include <windows.h>
#include <gl/gl.h>
#include <gl/glu.h>
#include <gl/glaux.h>
#include <time.h>
 
 
WNDCLASS wc;
MSG msg;
HWND hWnd;
HDC	DC;
HGLRC RC;
int Img;
unsigned texture[1];
char* fichier="photo1.bmp";
char* fichier1="photo2.bmp";      
char* fichier2="photo3.bmp";
 
void LoadTexture(char* fichier)
    {  
    AUX_RGBImageRec *texture1;
	texture1=auxDIBImageLoad(fichier);
	glGenTextures (1, &texture[0]);  
	glBindTexture (GL_TEXTURE_2D, texture[0]);
	glTexParameteri (GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
	glTexParameteri (GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
	glTexImage2D(GL_TEXTURE_2D, 0, 3, texture1->sizeX, texture1->sizeY, 0,
    GL_RGB, GL_UNSIGNED_BYTE, texture1->data);
    };      
 
void RePaint ()
{
	static float angle=0;
    glClear(GL_COLOR_BUFFER_BIT|  //efface le frame buffer et le Z-buffer
            GL_DEPTH_BUFFER_BIT);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();             //réinitialise la matrice
    gluLookAt(-2,0,0,0,0,0,0,1,0);
    glRotatef(angle,1,2,3);
    glRotatef(angle,3,0,1);
    angle+=0.05f;                 // vitesse de rotation                                 
//----------------------------DESSIN--CUBE-------------------------------                               
 
    glBegin(GL_POLYGON);      
         glTexCoord2f(1.0,1.0);glVertex3f(-0.5,0.5,0.5);
         glTexCoord2f(1.0,0.0);glVertex3f(-0.5,-0.5,0.5);
         glTexCoord2f(0.0,0.0);glVertex3f(0.5,-0.5,0.5);
         glTexCoord2f(0.0,1.0);glVertex3f(0.5,0.5,0.5);
    glEnd();
 
    glBegin(GL_POLYGON);      
         glTexCoord2f(1.0,0.0);glVertex3f(0.5,0.5,0.5);
         glTexCoord2f(1.0,1.0);glVertex3f(0.5,-0.5,0.5);
         glTexCoord2f(0.0,1.0);glVertex3f(0.5,-0.5,-0.5);
         glTexCoord2f(0.0,0.0);glVertex3f(0.5,0.5,-0.5);
    glEnd();
    glBegin(GL_POLYGON);      
         glTexCoord2f(1.0,0.0);glVertex3f(0.5,0.5,-0.5);
         glTexCoord2f(1.0,1.0);glVertex3f(0.5,-0.5,-0.5);
         glTexCoord2f(0.0,1.0);glVertex3f(-0.5,-0.5,-0.5);
         glTexCoord2f(0.0,0.0);glVertex3f(-0.5,0.5,-0.5);
    glEnd();
    glBegin(GL_POLYGON);      
 
         glTexCoord2f(1.0,1.0);glVertex3f(-0.5,0.5,-0.5);
         glTexCoord2f(1.0,0.0);glVertex3f(-0.5,-0.5,-0.5);
         glTexCoord2f(0.0,0.0);glVertex3f(-0.5,-0.5,0.5);
         glTexCoord2f(0.0,1.0);glVertex3f(-0.5,0.5,0.5);
    glEnd();
    glBegin(GL_POLYGON);      
         glTexCoord2f(1.0,1.0);glVertex3f(-0.5,0.5,-0.5);
         glTexCoord2f(1.0,0.0);glVertex3f(-0.5,0.5,0.5);
         glTexCoord2f(0.0,0.0);glVertex3f(0.5,0.5,0.5);
         glTexCoord2f(0.0,1.0);glVertex3f(0.5,0.5,-0.5);
    glEnd();
    glBegin(GL_POLYGON);      
         glTexCoord2f(1.0,0.0);glVertex3f(-0.5,-0.5,-0.5);
         glTexCoord2f(1.0,1.0);glVertex3f(-0.5,-0.5,0.5);
         glTexCoord2f(0.0,1.0);glVertex3f(0.5,-0.5,0.5);
         glTexCoord2f(0.0,0.0);glVertex3f(0.5,-0.5,-0.5);
    glEnd();
	SwapBuffers (DC);
}
void InitPixelFormat (HDC hDC)
{
      PIXELFORMATDESCRIPTOR pfd =
      {
           sizeof (PIXELFORMATDESCRIPTOR),
           1,
           PFD_SUPPORT_OPENGL | PFD_TYPE_RGBA | PFD_DRAW_TO_WINDOW | PFD_DOUBLEBUFFER,
           16,
           0, 0, 0, 0, 0, 0, 0, 0,	0, 0, 0, 0, 0,
           16,
           0, 0, 0, 0, 0, 0, 0
      };
      SetPixelFormat (hDC, ChoosePixelFormat (hDC, &pfd), &pfd);
}
LRESULT CALLBACK WindowProc (HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{        
	switch (uMsg)
	{              
 
	case WM_CREATE:        
        DC=GetDC (hWnd);
        InitPixelFormat (DC);
        RC = wglCreateContext (DC);
        wglMakeCurrent (DC, RC);
        glEnable (GL_DEPTH_TEST); 
        glClearColor (0,0,1,0); 
        glEnable(GL_TEXTURE_2D);
 
        break;                    	                                
	case WM_CLOSE:
        wglMakeCurrent (NULL, NULL);
        wglDeleteContext (RC);
        ReleaseDC (hWnd,DC);
		PostQuitMessage (0);
		break;
    case WM_SIZE:
    	glViewport (0,0,LOWORD (lParam),HIWORD (lParam));
    	glMatrixMode (GL_PROJECTION);
    	glLoadIdentity ();
    	gluPerspective (45,(float)(LOWORD(lParam))/(float)(HIWORD(lParam)),1,100);   	
    	break;              
    case WM_PAINT:                             
    	RePaint ();
        Img++;
        switch(Img)
        {
        case 1:LoadTexture(fichier);
             break;
        case 2:LoadTexture(fichier1);
             break;
        case 3:LoadTexture(fichier2);
             break;
        default:Img=0;
        }                             	
    	break;                         	
	default:
		return DefWindowProc (hWnd,uMsg,wParam,lParam);
		break;
	}
	return 0;
}                          
int WINAPI WinMain (HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int CmdShow)
{
	wc.style = CS_OWNDC;
	wc.lpfnWndProc = WindowProc;
	wc.cbClsExtra = 0;
	wc.cbWndExtra = 0;
	wc.hInstance = hInstance;
	wc.hIcon = LoadIcon(NULL, IDI_APPLICATION);
	wc.hCursor = LoadCursor(NULL, IDC_ARROW);
	wc.hbrBackground = (HBRUSH)GetStockObject(LTGRAY_BRUSH);
	wc.lpszMenuName = NULL;
	wc.lpszClassName = "OGL";
 
	RegisterClass(&wc);
 
	hWnd = CreateWindow
	("OGL", "Fenetre OpenGL",
	WS_CAPTION | WS_POPUPWINDOW | WS_VISIBLE|WS_SYSMENU|WS_MINIMIZEBOX|WS_MAXIMIZEBOX,
	0, 0, 200, 200, NULL, NULL, hInstance, NULL
	);
 
    while (GetMessage(&msg, NULL, 0, 0)) {          
		TranslateMessage(&msg);
		DispatchMessage(&msg);		
        }                                                                                       
	return 0;
}

[Balises CODE rajoutées par Loulou24, merci d'y penser à l'avenir]