Voila j'essaye de faire un cube avec des texture dessus. J'arrive à charger l'image avec la librairie SDL. Mais apres la texture est pas joli elle ne représente pas l'image.




Mes codes :

main.cpp
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using namespace std;
 
#include <stdlib.h>
#include <math.h>
#include <unistd.h>
 
#include <GL/glew.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glut.h>
 
#include "scene.hpp"
 
#define ESCAPE 27
 
// La scene
Scene s;
 
// La fenetre
int _win; 
int _win_width;
int _win_height;
 
 
// Prototype glut
void Rechape (int Width, int Height);
void Display ();
void Keyboard (unsigned char key, int x, int y);
 
int main(int argc, char **argv) {  
  // Initialisation fenetre
  glutInit(&argc, argv);  
  glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_ALPHA | GLUT_DEPTH);  
  glutInitWindowSize(640, 480);  
  glutInitWindowPosition(50, 50);  
  _win = glutCreateWindow("SIA Project - FERY MORI");  
  glutFullScreen();
 
  // Initialisation evenement
  glutDisplayFunc(&Display);  
  glutIdleFunc(&Display);
  glutReshapeFunc(&Rechape);
  glutKeyboardFunc(&Keyboard);
 
  // OpenGL - Boucle
  glClearColor(0.0f, 0.0f, 0.0f, 0.0f);		
  glClearDepth(1.0);				
  glDepthFunc(GL_LESS);				
  glEnable(GL_DEPTH_TEST);			
  glShadeModel(GL_SMOOTH);			
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();				
  gluPerspective(45.0f,(GLfloat)_win_width/(GLfloat)_win_height,0.1f,100.0f);	
  glMatrixMode(GL_MODELVIEW);
  s.init();
  glutMainLoop();  
 
  return 1;
}
 
 
/*
  Evenement : 
  -----------
*/
 
void Rechape (int Width, int Height) {
  if (Height==0)				
    Height=1;
  glViewport(0, 0, Width, Height);		
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f);
  glMatrixMode(GL_MODELVIEW);
}
 
 
void Display () {
  glClearColor(175,151,124,0);
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  glLoadIdentity();				
  glTranslatef(-1.5f,0.0f,-6.0f);		
 
  s.draw();
  /*
    Dessin de la scene
  */
 
  glutSwapBuffers();
}
 
 
void Keyboard (unsigned char key, int x, int y) {
    if (key == ESCAPE) { 
	glutDestroyWindow(_win); 
	exit(0);                   
    }
}
scene.hpp
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#ifndef SCENE_HPP
#define SCENE_HPP
 
#include "caisse.hpp"
 
class Scene {
 
public:
  void init ();
  void draw ();
 
private:
  Caisse caisse;
};
 
#endif /* SCENE_HPP */
caisse.hpp
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#ifndef CAISSE_HPP
#define CAISSE_HPP
 
#include <GL/glut.h>     
#include <GL/gl.h>	
#include <GL/glu.h>
 
class Caisse {
 
public:
  void set ();
  void draw ();
 
private:
  GLuint _id;
 
};
 
#endif /* CAISSE_HPP */
scene.cpp
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#include "scene.hpp"
 
#include "caisse.hpp"
 
#include <GL/glut.h>     
#include <GL/gl.h>	
#include <GL/glu.h>
#include <SDL/SDL.h>
#include <SDL/SDL_image.h>	
#include <unistd.h>     
#include <stdio.h>      
#include <stdlib.h>     
#include <iostream>
 
void Scene::init () {
  caisse.set();
}
 
void Scene::draw () {
  caisse.draw();
}
caisse.cpp
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#include "caisse.hpp"
 
#include <GL/glut.h>     
#include <GL/gl.h>	
#include <GL/glu.h>
#include <SDL/SDL.h>
#include <SDL/SDL_image.h>
 
void Caisse::set() {
  SDL_Surface *texture;
 
  glGenTextures(1,&_id);
  texture = IMG_Load ("../texture/caisse_bois.tga");
  glBindTexture (GL_TEXTURE_2D, _id);
  glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
  glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
  glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA8, texture->w, texture->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture->pixels);
 
}
 
void Caisse::draw() {
  glActiveTexture(GL_TEXTURE0);
  glEnable(GL_TEXTURE_2D);
  glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_REPLACE);
 
  glBindTexture(GL_TEXTURE_2D, _id);
  glBegin(GL_QUADS);
  // Front Face
  glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);    // Bottom Left Of The Texture and Quad
  glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);	// Bottom Right Of The Texture and Quad
  glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f);	// Top Right Of The Texture and Quad
  glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);	// Top Left Of The Texture and Quad
  // Back Face
  glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);	// Bottom Right Of The Texture and Quad
  glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);	// Top Right Of The Texture and Quad
  glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);	// Top Left Of The Texture and Quad
  glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);	// Bottom Left Of The Texture and Quad
  // Top Face
  glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);	// Top Left Of The Texture and Quad
  glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,  1.0f,  1.0f);	// Bottom Left Of The Texture and Quad
  glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,  1.0f,  1.0f);	// Bottom Right Of The Texture and Quad
  glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);	// Top Right Of The Texture and Quad
  // Bottom Face
  glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);	// Top Right Of The Texture and Quad
  glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f);	// Top Left Of The Texture and Quad
  glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);	// Bottom Left Of The Texture and Quad
  glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);	// Bottom Right Of The Texture and Quad
  // Right face
  glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);	// Bottom Right Of The Texture and Quad
  glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);	// Top Right Of The Texture and Quad
  glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f);	// Top Left Of The Texture and Quad
  glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);	// Bottom Left Of The Texture and Quad
  // Left Face
  glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);	// Bottom Left Of The Texture and Quad
  glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);	// Bottom Right Of The Texture and Quad
  glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);	// Top Right Of The Texture and Quad
  glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);	// Top Left Of The Texture and Quad
  glEnd();
}
Donc voila je sais pas pourquoi la texture ne couvre pas la totalité de mon cube et pourquoi l'image est moche et déformée comme ca.

Si quelqu'un à la solution je le remercie d'avance je vais quand meme continué de chercher.

Merci d'avance.