Bonjour,
Malgré toutes mes tentatives et les différents formats de fichiers utilisés j'arrive toujours pas à voir ma texture appliqué sur mon petit cube, j'espère que vous allez pouvoir m'aider![]()
Initialisions:
Main:#include <SDL/SDL.h>
#include <SDL/SDL_image.h>
#include <GL/gl.h>
#include <GL/glu.h>
void Dessiner();
double angleY = 0;
double angleX = 0;
GLuint texture;
SDL_Surface *image;
Et enfin la fonction qui dessine:int main(int argc, char *argv[])
{
SDL_Event event;
SDL_Init(SDL_INIT_VIDEO);
atexit(SDL_Quit);
SDL_WM_SetCaption("Mon premier programme OPENGL SDL", NULL);
SDL_SetVideoMode(640, 480, 32, SDL_OPENGL);
image=SDL_LoadBMP("cube.bmp");
glGenTextures(1,&texture);
glTexImage2D(GL_TEXTURE_2D,0,3, image->w,image->h,0,GL_RGB, GL_UNSIGNED_BYTE,image->pixels);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective(70,(double)640/480,1,1000);
glEnable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
Dessiner();
Uint32 last_time = SDL_GetTicks();
Uint32 current_time,ellapsed_time;
Uint32 start_time;
for (;
{
start_time = SDL_GetTicks();
while (SDL_PollEvent(&event))
{
switch(event.type)
{
case SDL_QUIT:
exit(0);
break;
}
}
current_time = SDL_GetTicks();
ellapsed_time = current_time - last_time;
last_time = current_time;
angleY += 0.05 * ellapsed_time;
angleX += 0.05 * ellapsed_time;
Dessiner();
ellapsed_time = SDL_GetTicks() - start_time;
if (ellapsed_time < 10)
{
SDL_Delay(10 - ellapsed_time);
}
}
return 0;
}
La programme tourne très bien, mais malheureusement pas de texture sur la face route.void Dessiner()
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glBindTexture(GL_TEXTURE_2D,texture);
glMatrixMode( GL_MODELVIEW );
glLoadIdentity( );
gluLookAt(0,0,5,0,0,0,0,1,0);
glRotated(angleY,0,0,1);
glRotated(angleX,1,0,0);
glBegin(GL_QUADS);
glColor3ub(255,0,0); //face rouge
glTexCoord2f(0,0);glVertex3d(-1,-1,-1);
glTexCoord2f(1,0);glVertex3d(1,-1,-1);
glTexCoord2f(1,1);glVertex3d(1,1,-1);
glTexCoord2f(0,1);glVertex3d(-1,1,-1);
glColor3ub(0,255,0); //face verte
glVertex3d(1,1,-1);
glVertex3d(1,-1,-1);
glVertex3d(1,-1,1);
glVertex3d(1,1,1);
glColor3ub(0,0,255); //face bleue
glVertex3d(-1,-1,1);
glVertex3d(1,-1,1);
glVertex3d(1,1,1);
glVertex3d(-1,1,1);
glColor3ub(255,255,0); //face jaune
glVertex3d(-1,1,1);
glVertex3d(-1,-1,1);
glVertex3d(-1,-1,-1);
glVertex3d(-1,1,-1);
glColor3ub(0,255,255); //face cyan
glVertex3d(-1,1,-1);
glVertex3d(1,1,-1);
glVertex3d(1,1,1);
glVertex3d(-1,1,1);
glColor3ub(255,0,255); //face magenta
glVertex3d(1,-1,-1);
glVertex3d(-1,-1,-1);
glVertex3d(-1,-1,1);
glVertex3d(1,-1,1);
glEnd();
glFlush();
SDL_GL_SwapBuffers();
}
Merci
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