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gl.glPushMatrix();
gl.glBegin(gl.GL_QUAD_STRIP);
gl.glNormal3f(-1.0f, -1.0f, 0.0f);
gl.glVertex3f(0.0f, 0.0f, 0.0f);
gl.glVertex3f(0.0f, 0.0f, epaisseur);
gl.glNormal3f(1.0f, -1.0f, 0.0f);
gl.glVertex3f(widthCase * nbColonnes, 0.0f, 0.0f);
gl.glVertex3f(widthCase * nbColonnes, 0.0f, epaisseur);
gl.glNormal3f(1.0f, 1.0f, 0.0f);
gl.glVertex3f(widthCase * nbColonnes, widthCase * nbLignes, 0.0f);
gl.glVertex3f(widthCase * nbColonnes, widthCase * nbLignes, epaisseur);
gl.glNormal3f(-1.0f, 1.0f, 0.0f);
gl.glVertex3f(0.0f, widthCase * nbLignes, 0.0f);
gl.glVertex3f(0.0f, widthCase * nbLignes, epaisseur);
gl.glNormal3f(-1.0f, -1.0f, 0.0f);
gl.glVertex3f(0.0f, 0.0f, 0.0f);
gl.glVertex3f(0.0f, 0.0f, epaisseur);
gl.glEnd(); |
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