L'exécutable

 

Fichier source : TextureBitmap.cpp

/* Fonction d'initialisation des parametres     */
/* OpenGL ne changeant pas au cours de la vie   */
/* du programme                                 */
/* Contient en particulier l'initialisation     */
/* d'une texture 2D                             */

static void init(void) {
  const GLfloat mat_shininess[] = { 50.0 };
  glMaterialfv(GL_FRONT,GL_SPECULAR,blanc);
  glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess);
  glLightfv(GL_LIGHT0,GL_DIFFUSE,gris);
  glLightfv(GL_LIGHT1,GL_DIFFUSE,gris);
  glLightfv(GL_LIGHT2,GL_DIFFUSE,gris);
  glEnable(GL_LIGHTING);
  glEnable(GL_LIGHT0);
  glEnable(GL_LIGHT1);
  glEnable(GL_LIGHT2);
  glDepthFunc(GL_LESS);
  glEnable(GL_DEPTH_TEST);
  glEnable(GL_NORMALIZE);
  glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,1);
  glGenTextures(1,&textureID);
  glBindTexture(GL_TEXTURE_2D,textureID);
  glEnable(GL_TEXTURE_2D);
  glPixelStorei(GL_UNPACK_ALIGNMENT,1); 
  { int rx;
    int ry;
    unsigned char *img = chargeImagePng("Test.png",&rx,&ry);
    if ( img ) {
      glTexImage2D(GL_TEXTURE_2D,0,3,rx,ry,0,GL_RGB,GL_UNSIGNED_BYTE,img);
      free(img); } }
  glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT); 
  glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
  glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); 
  glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); 
}

/* Scene dessinee :                             */
/* Un carre texture                             */

static void scene(void) {
  glPushMatrix();
  glBegin(GL_QUADS);
  glNormal3f(0.0F,0.0F,1.0F);
  glTexCoord2f(0.0F,0.0F);
  glVertex2f(-3.0,-3.0);
  glTexCoord2f(1.0F,0.0F);
  glVertex2f( 3.0,-3.0);
  glTexCoord2f(1.0F,1.0F);
  glVertex2f( 3.0, 3.0);
  glTexCoord2f(0.0F,1.0F);
  glVertex2f(-3.0, 3.0);
  glEnd();
  glPopMatrix();
}

RETOUR