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| unsigned AshFace1,AshFace2,AshFace3,AshDos1,AshDos2,AshDos3,AshGauche1,AshGauche2,AshGauche3,AshDroite1,AshDroite2,AshDroite3;
unsigned AshDebout,AshVictoire,AshSort1,AshSort2,AshDegat,AshMort;
unsigned MaronaDebout,MaronaVictoire,MaronaSort1,MaronaSort2,MaronaSort3,MaronaDegat,MaronaMort;
unsigned WalnutDebout,WalnutVictoire,WalnutSort1,WalnutSort2,WalnutSort3,WalnutDegat,WalnutMort;
unsigned WraithDebout,WraithAttaque1,WraithAttaque2,WraithAttaque3,WraithDegat;
unsigned DragonDebout,DragonAttaque1,DragonAttaque2,DragonAttaque3,DragonDegat;
unsigned AshPortrait,MaronaPortrait,WalnutPortrait;
unsigned SireneDebout,SireneSort1,SireneSort2,SireneDegat;
void init(void){
AUX_RGBImageRec *texture[60];
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(1,1,1,0);
//on active le test de profondeur
glDisable(GL_DEPTH_TEST);
//on actives les texutres
glEnable(GL_TEXTURE_2D);
//On charge les textures a partir de leurs emplacements
texture[0] = auxDIBImageLoad("C:/Users/nico/Desktop/Personnage/Ash_Face.bmp");
glGenTextures (1, &AshFace1);
glBindTexture (GL_TEXTURE_2D, AshFace1);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, 3, texture[0]->sizeX, texture[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, texture[0]->data);
texture[1] = auxDIBImageLoad("C:/Users/nico/Desktop/Personnage/Ash_Face2.bmp");
glGenTextures (2, &AshFace2);
glBindTexture (GL_TEXTURE_2D, AshFace2);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, 3, texture[1]->sizeX, texture[1]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, texture[1]->data);
//ainsi de suite
}
void display(){
glEnable(GL_TEXTURE_2D);
glBindTexture (GL_TEXTURE_2D,MaronaPortrait);
glColor3d(1,1,1);
glTranslated(4,0,0);
glBegin(GL_QUADS);
glTexCoord2i(1,0);glVertex2i(-1,-1);
glTexCoord2i(1,1);glVertex2i(-1,1);
glTexCoord2i(0,1);glVertex2i(1,1);
glTexCoord2i(0,0);glVertex2i(1,-1);
glEnd();
glTranslated(0,4,0);
glBindTexture (GL_TEXTURE_2D,AshPortrait);
glBegin(GL_QUADS);
glTexCoord2i(1,0);glVertex2i(-1,-1);
glTexCoord2i(1,1);glVertex2i(-1,1);
glTexCoord2i(0,1);glVertex2i(1,1);
glTexCoord2i(0,0);glVertex2i(1,-1);
glEnd();
} |
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