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glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3,GL_FLOAT,sizeof(ModelVertex),model->getVertex()->vertex.getCoord());
glClientActiveTextureARB(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
glBindTexture(GL_TEXTURE_2D,this->getTexToonDiffuseID());
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(1,GL_FLOAT,0,diffuseToonTexCoord);
glClientActiveTextureARB(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
glBindTexture(GL_TEXTURE_2D,model->getTexture()->getId());
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2,GL_FLOAT,sizeof(ModelVertex),&model->getVertex()->texCoord);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK); //cull des faces arrière
//*** affichage model
glDrawArrays(GL_TRIANGLES,0,model->getVertexNumber()); |
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