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float color = 0;
int current_time;
/* Effacement de l'ecran et du tampon pour les tests de profondeur */
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0.0, 0.0, 0.0, 0.0);
/* Affichage du quad texturee */
glColor3f(color ,color ,color );
glBindTexture(GL_TEXTURE_2D,texture_array[0]);
glBegin(GL_QUADS);
glTexCoord2i(0,0);glVertex3i(-2,-1,-4);
glTexCoord2i(1,0);glVertex3i(+2,-1,-4);
glTexCoord2i(1,1);glVertex3i(+2,+1,-4);
glTexCoord2i(0,1);glVertex3i(-2,+1,-4);
glEnd();
/* Fade on */
current_time = GetTickCount();
if((current_time - Time) > 10)
{
if(color < 1.0f)
color += 0.01f;
}
Time = GetTickCount();
/* Affichage de la scene */
SwapBuffers(glw_state.hDC); |
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