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| void Cube::Render(const Camera& c)
{
// Ne dessine l'objet que s'il est visible
if (!camera.View(box))
return;
glBindTexture(GL_TEXTURE_2D,tex_Mur[0]);
glEnable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
// Face z=-1
glNormal3f(0.0f,0.0f,-1.0f);
glVertex3f(a[0],a[1],a[2]);
glTexCoord2f(0.0f,0.0f);
glVertex3f(a[0],b[1],a[2]);
glTexCoord2f(1.0f,0.0f);
glVertex3f(b[0],b[1],a[2]);
glTexCoord2f(1.0f,1.0f);
glVertex3f(b[0],a[1],a[2]);
glTexCoord2f(0.0f,1.0f);
// Face z=+1
glNormal3f(0.0f,0.0f,1.0f);
glVertex3f(a[0],a[1],b[2]);
glTexCoord2f(0.0f,0.0f);
glVertex3f(b[0],a[1],b[2]);
glTexCoord2f(1.0f,0.0f);
glVertex3f(b[0],b[1],b[2]);
glTexCoord2f(1.0f,1.0f);
glVertex3f(a[0],b[1],b[2]);
glTexCoord2f(0.0f,1.0f);
// Face x=-1
glNormal3f(-1.0f,0.0f,0.0f);
glVertex3f(a[0],a[1],a[2]);
glTexCoord2f(0.0f,0.0f);
glVertex3f(a[0],a[1],b[2]);
glTexCoord2f(1.0f,0.0f);
glVertex3f(a[0],b[1],b[2]);
glTexCoord2f(1.0f,1.0f);
glVertex3f(a[0],b[1],a[2]);
glTexCoord2f(0.0f,1.0f);
// Face x=+1
glNormal3f(1.0f,0.0f,0.0f);
glVertex3f(b[0],a[1],a[2]);
glTexCoord2f(0.0f,0.0f);
glVertex3f(b[0],b[1],a[2]);
glTexCoord2f(1.0f,0.0f);
glVertex3f(b[0],b[1],b[2]);
glTexCoord2f(1.0f,1.0f);
glVertex3f(b[0],a[1],b[2]);
glTexCoord2f(0.0f,1.0f);
// Face y=-1
glNormal3f(0.0f,-1.0f,0.0f);
glVertex3f(a[0],a[1],a[2]);
glTexCoord2f(0.0f,0.0f);
glVertex3f(b[0],a[1],a[2]);
glTexCoord2f(1.0f,0.0f);
glVertex3f(b[0],a[1],b[2]);
glTexCoord2f(1.0f,1.0f);
glVertex3f(a[0],a[1],b[2]);
glTexCoord2f(0.0f,1.0f);
// Face y=+1
glNormal3f(0.0f,1.0f,0.0f);
glVertex3f(a[0],b[1],a[2]);
glTexCoord2f(0.0f,0.0f);
glVertex3f(a[0],b[1],b[2]);
glTexCoord2f(1.0f,0.0f);
glVertex3f(b[0],b[1],b[2]);
glTexCoord2f(1.0f,1.0f);
glVertex3f(b[0],b[1],a[2]);
glTexCoord2f(0.0f,1.0f);
glEnd();
glDisable(GL_TEXTURE_2D);
} |
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