Bonjour à tous,
Je suis entrain d'apprendre l'OpenGL et on me demande de faire du cube mapping. J'ai compris le principe de cette technique mais comme je ne connais pas grand chose à ça je ne vois pas du tout ou est le problème dans ce petit programme que j'ai fais.
En effet, ce programme devrait m'afficher un cube avec sur fond noir avec l'effet cube mapping dessus. Le cube apparait bien mais tout blanc. Pourriez-vous m'aider s'il vous plait car mon boss commence à s'impatienter

Voici le code :

Code : Sélectionner tout - Visualiser dans une fenêtre à part
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#include "stdafx.h"
#include	<windows.h>
#include	<stdio.h>
#include	<gl\gl.h>	
#include	<gl\glu.h>
#include	<gl\glut.h>
#include	<gl\glext.h>
#include	<gl\glaux.h>
 
 
HDC		hDC=NULL;
HGLRC		hRC=NULL;
HWND		hWnd=NULL;
HINSTANCE	hInstance;		
 
bool	keys[256];	
bool	active=TRUE;
bool	fullscreen=TRUE;
bool    blend;
bool	light;	
bool	bp;
bool	lp;
bool	fp;
bool    sp;
 
int	part1;
int	part2;
int	p1=0;	
int	p2=1;	
 
GLfloat	xrot;
GLfloat	yrot;
GLfloat xspeed;
GLfloat yspeed;
 
GLfloat	z=-5.0f;								// Depth Into The Screen
 
GLUquadricObj *quadratic;				// Storage For Our Quadratic Objects ( NEW )
 
GLfloat LightAmbient[]=  { 0.5f, 0.5f, 0.5f, 1.0f };	// Ambient Light Values
GLfloat LightDiffuse[]=	 { 1.0f, 1.0f, 1.0f, 1.0f };	// Diffuse Light Values
GLfloat LightPosition[]= { 0.0f, 0.0f, 2.0f, 1.0f };	// Light Position
 
GLuint	cubeMap[6];
 
LRESULT	CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);				// Declaration For WndProc
 
GLvoid glDrawCube()					// Draw A Cube
{
		glBegin(GL_QUADS);			// Start Drawing Quads
		// Front Face
		glNormal3f( 0.0f, 0.0f, 0.1f);		// Normal Facing Forward
		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
		glNormal3f( 0.0f, 0.0f,-0.1f);		// Normal Facing Away
		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
		glNormal3f( 0.0f, 0.1f, 0.0f);		// Normal Facing Up
		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
		glNormal3f( 0.0f,-0.1f, 0.0f);		// Normal Facing Down
		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
		glNormal3f( 0.1f, 0.0f, 0.0f);		// Normal Facing Right
		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
		glNormal3f(-0.1f, 0.0f, 0.0f);		// Normal Facing Left
		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();					// Done Drawing Quads
}
 
 
 
 
 
AUX_RGBImageRec *LoadBMP(char *Filename)					// Loads A Bitmap Image
{
	FILE *File=NULL;							// File Handle
 
	if (!Filename)								// Make Sure A Filename Was Given
	{
		return NULL;							// If Not Return NULL
	}
 
	fopen_s(&File,Filename,"r");						// Check To See If The File Exists
 
	if (File)								// Does The File Exist?
	{
		fclose(File);							// Close The Handle
		return auxDIBImageLoad(Filename);				// Load The Bitmap And Return A Pointer
	}
	return NULL;								// If Load Failed Return NULL
}
 
 
 
 
 
 
 
int LoadGLTextures()								// Load Bitmaps And Convert To Textures
{
	int Status=FALSE;							// Status Indicator
 
	AUX_RGBImageRec *TextureImage[6];					// Create Storage Space For The Texture
 
	memset(TextureImage,0,sizeof(void *)*6);  		         	// Set The Pointer To NULL
 
	// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
	if ((TextureImage[0]=LoadBMP("Data/hotdesert_positive_x.bmp")) &&
		(TextureImage[1]=LoadBMP("Data/hotdesert_negative_x.bmp")) &&
	    (TextureImage[2]=LoadBMP("Data/hotdesert_positive_y.bmp")) &&
		(TextureImage[3]=LoadBMP("Data/hotdesert_negative_y.bmp")) &&
	    (TextureImage[4]=LoadBMP("Data/hotdesert_positive_z.bmp")) &&
		(TextureImage[5]=LoadBMP("Data/hotdesert_negative_z.bmp")))
	{
		Status=TRUE;							// Set The Status To TRUE
 
		glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X,0, GL_RGB, TextureImage[0]->sizeX, TextureImage[0]->sizeY,0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
		glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X,0, GL_RGB, TextureImage[1]->sizeX, TextureImage[1]->sizeY,0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[1]->data);
		glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y,0, GL_RGB, TextureImage[2]->sizeX, TextureImage[2]->sizeY,0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[2]->data);
		glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,0, GL_RGB, TextureImage[3]->sizeX, TextureImage[3]->sizeY,0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[3]->data);
		glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z,0, GL_RGB, TextureImage[4]->sizeX, TextureImage[4]->sizeY,0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[4]->data);
		glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z,0, GL_RGB, TextureImage[5]->sizeX, TextureImage[5]->sizeY,0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[5]->data);
 
		for (int loop=0; loop<6; loop++)
		{
	        if (TextureImage[loop])						// If Texture Exists
		    {
			        if (TextureImage[loop]->data)			// If Texture Image Exists
				    {
					        delete(TextureImage[loop]->data);	// Free The Texture Image Memory
					}
					delete(TextureImage[loop]);		// Free The Image Structure
			}
		}
	}
	return Status;								// Return The Status
}
 
 
 
 
GLvoid ReSizeGLScene(GLsizei width, GLsizei height)				// Resize And Initialize The GL Window
{
	if (height==0)								// Prevent A Divide By Zero By
	{
		height=1;							// Making Height Equal One
	}
 
	glViewport(0, 0, width, height);					// Reset The Current Viewport
 
	glMatrixMode(GL_PROJECTION);						// Select The Projection Matrix
	glLoadIdentity();							// Reset The Projection Matrix
 
	// Calculate The Aspect Ratio Of The Window
	gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
 
	glMatrixMode(GL_MODELVIEW);						// Select The Modelview Matrix
	glLoadIdentity();							// Reset The Modelview Matrix
}
 
 
 
int InitGL(GLvoid)								// All Setup For OpenGL Goes Here
{	
	if (!LoadGLTextures())							// Jump To Texture Loading Routine
	{
		return FALSE;							// If Texture Didn't Load Return FALSE
	}
 
	glShadeModel(GL_SMOOTH);						// Enable Smooth Shading
 
	glClearColor(0.0f, 0.0f, 0.0f, 0.5f);					// Black Background
	glClearDepth(1.0f);							// Depth Buffer Setup
	glEnable(GL_DEPTH_TEST);						// Enables Depth Testing
	glDepthFunc(GL_LEQUAL);							// The Type Of Depth Testing To Do	
 
	glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient);				// Setup The Ambient Light
	glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse);				// Setup The Diffuse Light
	glLightfv(GL_LIGHT1, GL_POSITION,LightPosition);			// Position The Light
 
	glEnable(GL_LIGHT1);
 
	//GL_REFLECTION_MAP for s,t,r texture coordinates
	glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
	glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
	glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
 
    //quadratic=gluNewQuadric();			// Create A Pointer To The Quadric Object ( NEW )
	//gluQuadricNormals(quadratic, GLU_SMOOTH);	// Create Smooth Normals ( NEW )
	//gluQuadricTexture(quadratic, GL_TRUE);		// Create Texture Coords ( NEW )
 
	return TRUE;								// Initialization Went OK
}
 
int DrawGLScene(GLvoid)								// Here's Where We Do All The Drawing
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	// Clear The Screen And The Depth Buffer
	glLoadIdentity();					// Reset The View
 
	//glEnable(GL_TEXTURE_CUBE_MAP);
	glEnable(GL_TEXTURE_GEN_S);
	glEnable(GL_TEXTURE_GEN_T);
	glEnable(GL_TEXTURE_GEN_R);
 
	glTranslatef(0.0f,0.0f,z);				// Translate Into The Screen
 
	glPushMatrix();
	glRotatef(xrot,1.0f,0.0f,0.0f);
	glRotatef(yrot,0.0f,1.0f,0.0f);
 
	glDrawCube();
 
	glPopMatrix();
 
	//glDisable(GL_TEXTURE_CUBE_MAP);
	glDisable(GL_TEXTURE_GEN_S);
	glDisable(GL_TEXTURE_GEN_T);
	glDisable(GL_TEXTURE_GEN_R);
 
	xrot+=xspeed;
	yrot+=yspeed;
 
	return TRUE;								// Keep Going
}
 
 
 
GLvoid KillGLWindow(GLvoid)							// Properly Kill The Window
{
 
	if (fullscreen)								// Are We In Fullscreen Mode?
	{
		ChangeDisplaySettings(NULL,0);					// If So Switch Back To The Desktop
		ShowCursor(TRUE);						// Show Mouse Pointer
	}
	if (hRC)								// Do We Have A Rendering Context?
	{
		if (!wglMakeCurrent(NULL,NULL))					// Are We Able To Release The DC And RC Contexts?
		{
			MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		}
		if (!wglDeleteContext(hRC))					// Are We Able To Delete The RC?
		{
			MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		}
 
		hRC=NULL;							// Set RC To NULL
	}
	if (hDC && !ReleaseDC(hWnd,hDC))					// Are We Able To Release The DC
	{
		MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hDC=NULL;							// Set DC To NULL
	}
	if (hWnd && !DestroyWindow(hWnd))					// Are We Able To Destroy The Window?
	{
		MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hWnd=NULL;							// Set hWnd To NULL
	}
	if (!UnregisterClass("OpenGL",hInstance))				// Are We Able To Unregister Class
	{
		MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hInstance=NULL;							// Set hInstance To NULL
	}
}
 
 
 
 
BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{
	GLuint		PixelFormat;						// Holds The Results After Searching For A Match
	WNDCLASS	wc;							// Windows Class Structure
	DWORD		dwExStyle;						// Window Extended Style
	DWORD		dwStyle;						// Window Style
 
	RECT WindowRect;							// Grabs Rectangle Upper Left / Lower Right Values
	WindowRect.left=(long)0;						// Set Left Value To 0
	WindowRect.right=(long)width;						// Set Right Value To Requested Width
	WindowRect.top=(long)0;							// Set Top Value To 0
	WindowRect.bottom=(long)height;						// Set Bottom Value To Requested Height
 
	fullscreen=fullscreenflag;						// Set The Global Fullscreen Flag
 
	hInstance		= GetModuleHandle(NULL);			// Grab An Instance For Our Window
	wc.style		= CS_HREDRAW | CS_VREDRAW | CS_OWNDC;		// Redraw On Move, And Own DC For Window
	wc.lpfnWndProc		= (WNDPROC) WndProc;				// WndProc Handles Messages
	wc.cbClsExtra		= 0;						// No Extra Window Data
	wc.cbWndExtra		= 0;						// No Extra Window Data
	wc.hInstance		= hInstance;					// Set The Instance
	wc.hIcon		= LoadIcon(NULL, IDI_WINLOGO);			// Load The Default Icon
	wc.hCursor		= LoadCursor(NULL, IDC_ARROW);			// Load The Arrow Pointer
	wc.hbrBackground	= NULL;						// No Background Required For GL
	wc.lpszMenuName		= NULL;						// We Don't Want A Menu
	wc.lpszClassName	= "OpenGL";					// Set The Class Name
 
	if (!RegisterClass(&wc))						// Attempt To Register The Window Class
	{
		MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;							// Exit And Return FALSE
	}
 
	if (fullscreen)								// Attempt Fullscreen Mode?
	{
 
		DEVMODE dmScreenSettings;					// Device Mode
		memset(&dmScreenSettings,0,sizeof(dmScreenSettings));		// Makes Sure Memory's Cleared
		dmScreenSettings.dmSize=sizeof(dmScreenSettings);		// Size Of The Devmode Structure
		dmScreenSettings.dmPelsWidth	= width;			// Selected Screen Width
		dmScreenSettings.dmPelsHeight	= height;			// Selected Screen Height
		dmScreenSettings.dmBitsPerPel	= bits;				// Selected Bits Per Pixel
		dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
 
		// Try To Set Selected Mode And Get Results.  NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
		if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
		{
			// If The Mode Fails, Offer Two Options.  Quit Or Run In A Window.
			if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
			{
				fullscreen=FALSE;				// Select Windowed Mode (Fullscreen=FALSE)
			}
			else
			{
				// Pop Up A Message Box Letting User Know The Program Is Closing.
				MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
				return FALSE;					// Exit And Return FALSE
			}
		}
	}
	if (fullscreen)								// Are We Still In Fullscreen Mode?
	{
		dwExStyle=WS_EX_APPWINDOW;					// Window Extended Style
		dwStyle=WS_POPUP;						// Windows Style
		ShowCursor(FALSE);						// Hide Mouse Pointer
	}
	else
	{
		dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;			// Window Extended Style
		dwStyle=WS_OVERLAPPEDWINDOW;					// Windows Style
	}
 
	AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);		// Adjust Window To True Requested Size
 
	if (!(hWnd=CreateWindowEx(dwExStyle,	// Extended Style For The Window
					"OpenGL",				// Class Name
					title,					// Window Title
					WS_CLIPSIBLINGS |			// Required Window Style
					WS_CLIPCHILDREN |			// Required Window Style
					dwStyle,				// Selected Window Style
					0, 0,					// Window Position
					WindowRect.right-WindowRect.left,	// Calculate Adjusted Window Width
					WindowRect.bottom-WindowRect.top,	// Calculate Adjusted Window Height
					NULL,					// No Parent Window
					NULL,					// No Menu
					hInstance,				// Instance
					NULL)))					// Don't Pass Anything To WM_CREATE
	{
		KillGLWindow();							// Reset The Display
		MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;							// Return FALSE
	}
 
	////////////////////////////////////////////////////////////////////
	// The next section of code describes a Pixel Format. We choose   //
	// a format that supports OpenGL and double buffering, along with //
	// RGBA (red, green, blue, alpha channel). We try to find a pixel //
	// format that matches the bits we decided on (16bit,24bit,32bit).//
	// Finally we set up a 16bit Z-Buffer. The remaining parameters   //
	// are either not used or are not important (aside from the		  //
	// stencil buffer and the (slow) accumulation buffer). 			  //
	////////////////////////////////////////////////////////////////////
	static	PIXELFORMATDESCRIPTOR pfd=					// pfd Tells Windows How We Want Things To Be
	{
		sizeof(PIXELFORMATDESCRIPTOR),					// Size Of This Pixel Format Descriptor
		1,								// Version Number
		PFD_DRAW_TO_WINDOW |						// Format Must Support Window
		PFD_SUPPORT_OPENGL |						// Format Must Support OpenGL
		PFD_DOUBLEBUFFER,						// Must Support Double Buffering
		PFD_TYPE_RGBA,							// Request An RGBA Format
		bits,								// Select Our Color Depth
		0, 0, 0, 0, 0, 0,						// Color Bits Ignored
		0,								// No Alpha Buffer
		0,								// Shift Bit Ignored
		0,								// No Accumulation Buffer
		0, 0, 0, 0,							// Accumulation Bits Ignored
		32,								// 32Bit Z-Buffer (Depth Buffer)
		0,								// No Stencil Buffer
		0,								// No Auxiliary Buffer
		PFD_MAIN_PLANE,							// Main Drawing Layer
		0,								// Reserved
		0, 0, 0								// Layer Masks Ignored
	};
 
	if (!(hDC=GetDC(hWnd)))							// Did We Get A Device Context?
	{
		KillGLWindow();							// Reset The Display
		MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;							// Return FALSE
	}
	if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd)))				// Did Windows Find A Matching Pixel Format?
	{
		KillGLWindow();							// Reset The Display
		MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;							// Return FALSE
	}
 
	if(!SetPixelFormat(hDC,PixelFormat,&pfd))				// Are We Able To Set The Pixel Format?
	{
		KillGLWindow();							// Reset The Display
		MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;							// Return FALSE
	}
	if (!(hRC=wglCreateContext(hDC)))					// Are We Able To Get A Rendering Context?
	{
		KillGLWindow();							// Reset The Display
		MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;							// Return FALSE
	}
	if(!wglMakeCurrent(hDC,hRC))						// Try To Activate The Rendering Context
	{
		KillGLWindow();							// Reset The Display
		MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;							// Return FALSE
	}
 
	ShowWindow(hWnd,SW_SHOW);						// Show The Window
	SetForegroundWindow(hWnd);						// Slightly Higher Priority
	SetFocus(hWnd);								// Sets Keyboard Focus To The Window
	ReSizeGLScene(width, height);						// Set Up Our Perspective GL Screen
 
	if (!InitGL())								// Initialize Our Newly Created GL Window
	{
		KillGLWindow();							// Reset The Display
		MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;							// Return FALSE
	}
 
	return TRUE;								// Success
}
 
 
 
LRESULT CALLBACK WndProc(HWND hWnd,UINT uMsg, WPARAM wParam, LPARAM lParam)
{
 
	switch (uMsg)								// Check For Windows Messages
	{
		case WM_ACTIVATE:						// Watch For Window Activate Message
		{
			if (!HIWORD(wParam))					// Check Minimization State
			{
				active=TRUE;					// Program Is Active
			}
			else
			{
				active=FALSE;					// Program Is No Longer Active
			}
 
			return 0;						// Return To The Message Loop
		}
		case WM_SYSCOMMAND:						// Intercept System Commands
		{
			switch (wParam)						// Check System Calls
			{
				case SC_SCREENSAVE:				// Screensaver Trying To Start?
				case SC_MONITORPOWER:				// Monitor Trying To Enter Powersave?
				return 0;					// Prevent From Happening
			}
			break;							// Exit
		}
		case WM_CLOSE:							// Did We Receive A Close Message?
		{
			PostQuitMessage(0);					// Send A Quit Message
			return 0;						// Jump Back
		}
		case WM_KEYDOWN:						// Is A Key Being Held Down?
		{
			keys[wParam] = TRUE;					// If So, Mark It As TRUE
			return 0;						// Jump Back
		}
		case WM_KEYUP:							// Has A Key Been Released?
		{
			keys[wParam] = FALSE;					// If So, Mark It As FALSE
			return 0;						// Jump Back
		}
		case WM_SIZE:							// Resize The OpenGL Window
		{
			ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));		// LoWord=Width, HiWord=Height
			return 0;						// Jump Back
		}
	}
	// Pass All Unhandled Messages To DefWindowProc
	return DefWindowProc(hWnd,uMsg,wParam,lParam);
}
 
 
 
int WINAPI WinMain(	HINSTANCE	hInstance,	// Instance
			HINSTANCE	hPrevInstance,		// Previous Instance
			LPSTR		lpCmdLine,			// Command Line Parameters
int		nCmdShow)				// Window Show State
{
	MSG	msg;								// Windows Message Structure
	BOOL	done=FALSE;							// Bool Variable To Exit Loop
 
	// Ask The User Which Screen Mode They Prefer
	/*if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
	{
		fullscreen=false;						// Windowed Mode
	}*/
 
	// Create Our OpenGL Window
	if (!CreateGLWindow("OpenGL Test",1024,786,32,/*fullscreen*/false))
	{
		return 0;							// Quit If Window Was Not Created
	}
 
	while(!done)								// Loop That Runs Until done=TRUE
	{
		if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))			// Is There A Message Waiting?
		{
			if (msg.message==WM_QUIT)				// Have We Received A Quit Message?
			{
				done=TRUE;					// If So done=TRUE
			}
			else							// If Not, Deal With Window Messages
			{
				TranslateMessage(&msg);				// Translate The Message
				DispatchMessage(&msg);				// Dispatch The Message
			}
		}
		else								// If There Are No Messages
		{
			// Draw The Scene.  Watch For ESC Key And Quit Messages From DrawGLScene()
			if (active)						// Program Active?
			{
				if (keys[VK_ESCAPE])				// Was ESC Pressed?
				{
					done=TRUE;				// ESC Signalled A Quit
				}
				else						// Not Time To Quit, Update Screen
				{
					DrawGLScene();				// Draw The Scene
					SwapBuffers(hDC);			// Swap Buffers (Double Buffering)
					if (keys['L'] && !lp)				// L Key Being Pressed Not Held?
					{
						lp=TRUE;				// lp Becomes TRUE
						light=!light;				// Toggle Light TRUE/FALSE
						if (!light)				// If Not Light
						{
							glDisable(GL_LIGHTING);		// Disable Lighting
						}
						else					// Otherwise
						{
							glEnable(GL_LIGHTING);		// Enable Lighting
						}
					}
					if (!keys['L'])					// Has L Key Been Released?
					{
						lp=FALSE;				// If So, lp Becomes FALSE
					}
					if (!keys['F'])					// Has F Key Been Released?
					{
						fp=FALSE;				// If So, fp Becomes FALSE
					}
					if (keys[VK_PRIOR])				// Is Page Up Being Pressed?
					{
						z-=0.02f;				// If So, Move Into The Screen
					}
 
					if (keys[VK_NEXT])				// Is Page Down Being Pressed?
					{
						z+=0.02f;				// If So, Move Towards The Viewer
					}
					if (keys[VK_UP])				// Is Up Arrow Being Pressed?
					{
						xspeed-=0.001f;				// If So, Decrease xspeed
					}
					if (keys[VK_DOWN])				// Is Down Arrow Being Pressed?
					{
						xspeed+=0.001f;				// If So, Increase xspeed
					}
					if (keys[VK_RIGHT])				// Is Right Arrow Being Pressed?
					{
						yspeed+=0.001f;				// If So, Increase yspeed
					}
					if (keys[VK_LEFT])				// Is Left Arrow Being Pressed?
					{
						yspeed-=0.001f;				// If So, Decrease yspeed
					}
					if (keys['B'] && !bp)				// Is B Key Pressed And bp FALSE?
					{
						bp=TRUE;				// If So, bp Becomes TRUE
						blend = !blend;				// Toggle blend TRUE / FALSE	
						if(blend)				// Is blend TRUE?
						{
							glEnable(GL_BLEND);		// Turn Blending On
							glDisable(GL_DEPTH_TEST);	// Turn Depth Testing Off
						}
						else					// Otherwise
						{
							glDisable(GL_BLEND);		// Turn Blending Off
							glEnable(GL_DEPTH_TEST);	// Turn Depth Testing On
						}
					}
					if (!keys['B'])					// Has B Key Been Released?
					{
 						bp=FALSE;				// If So, bp Becomes FALSE
					}
  					if (!keys[' '])			// Has The Spacebar Been Released?
					{
						sp=FALSE;		// If So, Set sp To FALSE
					}
					if (keys[VK_F1])				// Is F1 Being Pressed?
					{
						keys[VK_F1]=FALSE;			// If So Make Key FALSE
						KillGLWindow();				// Kill Our Current Window
						fullscreen=!fullscreen;			// Toggle Fullscreen / Windowed Mode
						// Recreate Our OpenGL Window
						if (!CreateGLWindow("Cube Mapping",1024,769,32,fullscreen))
						{
							return 0;			// Quit If Window Was Not Created
						}
					}
				}
			}
		}
	}
 
	gluDeleteQuadric(quadratic);
	KillGLWindow();								// Kill The Window
	return (msg.wParam);							// Exit The Program
}
Je vous remercie d'avance pour votre temps que vous consacrer à mon petit soucis.