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void Plateform::render() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glUseProgram(program);
float minR = glGetUniformLocation(program,"minRadius");
glUniform1f(minR,0.55);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.0f);
glUseProgram(phongProgram);
int nbLight = glGetUniformLocation(phongProgram,"numLights");
glUniform1i(nbLight,1);
glColor3f(1.0,0.0,0.0);
glMaterialfv(GL_FRONT, GL_AMBIENT, ambiantMt);
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuseMt);
glMaterialfv(GL_FRONT, GL_SPECULAR, specularMt);
glMaterialf(GL_FRONT, GL_SHININESS, 25.0);
glPushMatrix();
//glTranslatef(0.0,0.0,0.0);
gluSphere(openGLSphere,1.0,24,24);
glPopMatrix();
glUseProgram(0);
glColor3f(1.0,1.0,1.0);
/*glPushMatrix();
//glTranslatef(0.0,0.0,0.0);
gluSphere(openGLSphere,0.3,24,24);
glPopMatrix();*/
/* Dessin du sprite avec transparence */
glDisable(GL_ALPHA_TEST);
glColor3f(1.0,1.0,1.0);
glutSwapBuffers();
glutPostRedisplay();
} |
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