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//fonction de chargement du volume
for (int i=0;i<256;i++)
{
glTranslated(0.0,0.0,-0.05);
glBindTexture(GL_TEXTURE_2D, num_textur[i]);
glBegin(GL_QUADS) ;
glTexCoord2f(0.0,0.0); glVertex3f(-5.0, 5.0, 5.0);
glTexCoord2f(0.0,1.0); glVertex3f(-5.0,-5.0, 5.0);
glTexCoord2f(1.0,1.0); glVertex3f( 5.0,-5.0, 5.0);
glTexCoord2f(1.0,0.0); glVertex3f( 5.0, 5.0, 5.0);
glEnd();
}
//////// paramettrage de la texture
glGenTextures(257,num_textur);
for (int G=0;G<256;G++)
{
glBindTexture(GL_TEXTURE_2D, num_textur[G]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR);
//glPixelStorei(GL_UNPACK_ALIGNMENT,1);
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_LUMINANCE, 119,256 ,GL_LUMINANCE, GL_UNSIGNED_BYTE, SAG3D[G]);
glEnable(GL_TEXTURE_2D);
} |
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