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| glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
glPushMatrix();
glScaled(zoom,zoom,zoom);
// glRotated(-angle,0.0,1.0,0.0);
glTranslated(numero*0.2,0.0,n*0.2);
n++;
glGenTextures(1, &nom_tex);
glBindTexture(GL_TEXTURE_2D, nom_tex);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,TAILLE_ICON,TAILLE_ICON,0,GL_RGB,GL_UNSIGNED_BYTE,this->iconDefault);
glColor4f(1.0,1.0,1.0,1.0);
glBegin (GL_POLYGON);
glNormal3f(1.0,0.0,0.0);
glTexCoord2f(0.0,1.0); glVertex3f( 0.5, 0.5, 0.0);
glTexCoord2f(0.0,0.0); glVertex3f( 0.5,-0.5, 0.0);
glTexCoord2f(1.0,0.0); glVertex3f( -0.5,-0.5,-0.0);
glTexCoord2f(1.0,1.0); glVertex3f( -0.5, 0.5,-0.0);
glEnd ();
glPopMatrix();
glDeleteTextures(1,&nom_tex); |
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