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static void RenderQuad(void){
static float x = 0.0f;
static float y = 0.0f;
static float a = 0.0f;
// ***** FAIRE TOURNER LE QUAD
glRotatef( a++, 1.0f, 0.0f, 1.0f );
// ***** FAIRE TOURNER LA LUMIERE
LightPosition.x = 6.0f * sin(x+=0.02f);
LightPosition.y = 2.0f * cos(y+=0.04f);
LightPosition.z = 2.5f;
glLightfv( GL_LIGHT0, GL_POSITION, &(LightPosition.x) );
if( x > (2*3.14) ) x = 0.0f;
if( y > (2*3.14) ) y = 0.0f;
// ***** RENDER ICI
glBegin( GL_TRIANGLES );
m_fonc_MultiTexCoord2f( GL_TEXTURE0_ARB, quad.tab4pts[1][0].x, quad.tab4pts[1][0].y );
m_fonc_MultiTexCoord3f( GL_TEXTURE1_ARB, quad.TBN_Matrice[0][0].x, quad.TBN_Matrice[0][0].y, quad.TBN_Matrice[0][0].z );
glNormal3f( 0.0f, 0.0f, 1.0f );
glVertex3f( quad.tab4pts[0][0].x, quad.tab4pts[0][0].y, quad.tab4pts[0][0].z );
m_fonc_MultiTexCoord2f( GL_TEXTURE0_ARB, quad.tab4pts[1][1].x, quad.tab4pts[1][1].y );
m_fonc_MultiTexCoord3f( GL_TEXTURE2_ARB, quad.TBN_Matrice[0][1].x, quad.TBN_Matrice[0][1].y, quad.TBN_Matrice[0][1].z );
glNormal3f( 0.0f, 0.0f, 1.0f );
glVertex3f( quad.tab4pts[0][1].x, quad.tab4pts[0][1].y, quad.tab4pts[0][1].z );
m_fonc_MultiTexCoord2f( GL_TEXTURE0_ARB, quad.tab4pts[1][2].x, quad.tab4pts[1][2].y );
m_fonc_MultiTexCoord3f( GL_TEXTURE3_ARB, quad.TBN_Matrice[0][2].x, quad.TBN_Matrice[0][2].y, quad.TBN_Matrice[0][2].z );
glNormal3f( 0.0f, 0.0f, 1.0f );
glVertex3f( quad.tab4pts[0][2].x, quad.tab4pts[0][2].y, quad.tab4pts[0][2].z );
glEnd();
glBegin( GL_TRIANGLES );
m_fonc_MultiTexCoord2f( GL_TEXTURE0_ARB, quad.tab4pts[1][0].x, quad.tab4pts[1][0].y );
m_fonc_MultiTexCoord3f( GL_TEXTURE1_ARB, quad.TBN_Matrice[1][0].x, quad.TBN_Matrice[1][0].y, quad.TBN_Matrice[1][0].z );
glVertex3f( quad.tab4pts[0][0].x, quad.tab4pts[0][0].y, quad.tab4pts[0][0].z );
m_fonc_MultiTexCoord2f( GL_TEXTURE0_ARB, quad.tab4pts[1][2].x, quad.tab4pts[1][2].y );
m_fonc_MultiTexCoord3f( GL_TEXTURE2_ARB, quad.TBN_Matrice[1][1].x, quad.TBN_Matrice[1][1].y, quad.TBN_Matrice[1][1].z );
glVertex3f( quad.tab4pts[0][2].x, quad.tab4pts[0][2].y, quad.tab4pts[0][2].z );
m_fonc_MultiTexCoord2f( GL_TEXTURE0_ARB, quad.tab4pts[1][3].x, quad.tab4pts[1][3].y );
m_fonc_MultiTexCoord3f( GL_TEXTURE3_ARB, quad.TBN_Matrice[1][2].x, quad.TBN_Matrice[1][2].y, quad.TBN_Matrice[1][2].z );
glVertex3f( quad.tab4pts[0][3].x, quad.tab4pts[0][3].y, quad.tab4pts[0][3].z );
glEnd();
} |
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