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| void eldecors::prismepente()
{
//affichage des faces de la figures!
glBegin(GL_TRIANGLES);
glVertex3f(m_x, m_y+m_hauteur, m_z+m_largeur);
glVertex3f(m_x, m_y, m_z+m_largeur);
glVertex3f(m_x, m_y, m_z);
glVertex3f(m_x+m_longueur, m_y+m_hauteur, m_z+m_largeur);
glVertex3f(m_x+m_longueur, m_y, m_z);
glVertex3f(m_x+m_longueur, m_y, m_z+m_largeur);
glEnd();
glBegin(GL_QUADS);
glVertex3f(m_x, m_y, m_z);
glVertex3f(m_x+m_longueur, m_y, m_z);
glVertex3f(m_x+m_longueur, m_y+m_hauteur, m_z+m_largeur);
glVertex3f(m_x, m_y+m_hauteur, m_z+m_largeur);
glVertex3f(m_x, m_y, m_z);
glVertex3f(m_x, m_y, m_z+m_largeur);
glVertex3f(m_x+m_longueur, m_y, m_z+m_largeur);
glVertex3f(m_x+m_longueur, m_y, m_z);
glVertex3f(m_x, m_y+m_hauteur, m_z+m_largeur);
glVertex3f(m_x+m_longueur, m_y+m_hauteur, m_z+m_largeur);
glVertex3f(m_x+m_longueur, m_y, m_z+m_largeur);
glVertex3f(m_x, m_y, m_z+m_largeur);
glEnd();
//affichage des contours de la figure!
glEnable (GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glPolygonMode (GL_BACK, GL_LINE);
glLineWidth (4.0f);
glCullFace (GL_FRONT);
glDepthFunc (GL_LEQUAL);
glColor3f (0.0f,0.0f,0.0f);
glBegin(GL_TRIANGLES);
glVertex3f(m_x, m_y+m_hauteur, m_z+m_largeur);
glVertex3f(m_x, m_y, m_z+m_largeur);
glVertex3f(m_x, m_y, m_z);
glVertex3f(m_x+m_longueur, m_y+m_hauteur, m_z+m_largeur);
glVertex3f(m_x+m_longueur, m_y, m_z);
glVertex3f(m_x+m_longueur, m_y, m_z+m_largeur);
glEnd();
glBegin(GL_QUADS);
glVertex3f(m_x, m_y, m_z);
glVertex3f(m_x+m_longueur, m_y, m_z);
glVertex3f(m_x+m_longueur, m_y+m_hauteur, m_z+m_largeur);
glVertex3f(m_x, m_y+m_hauteur, m_z+m_largeur);
//FACE 1 qui a un soucis
glVertex3f(m_x, m_y, m_z);
glVertex3f(m_x, m_y, m_z+m_largeur);
glVertex3f(m_x+m_longueur, m_y, m_z+m_largeur);
glVertex3f(m_x+m_longueur, m_y, m_z);
// FACE 2 qui a un soucis
glVertex3f(m_x, m_y+m_hauteur, m_z+m_largeur);
glVertex3f(m_x+m_longueur, m_y+m_hauteur, m_z+m_largeur);
glVertex3f(m_x+m_longueur, m_y, m_z+m_largeur);
glVertex3f(m_x, m_y, m_z+m_largeur);
glEnd();
glDepthFunc (GL_LESS);
glCullFace (GL_BACK);
glPolygonMode (GL_BACK, GL_FILL);
glDisable (GL_BLEND);
} |
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