 
    
Fichier source : PlacageMultiTexturesOptimise.cpp
#include "PNG/ChargePngFile.h"
    
    static unsigned int textureID[6] = { 0,0,0,0,0,0 };
    
    /* Fonction de chargement d'une texture         */
    /* a partir d'un fichier image au format png    */
    /* filename : le nom du fichier                 */
    /* textureID : le handle de la texture          */
    
    static void chargementTexture(char *filename,unsigned int textureID) {
      glBindTexture(GL_TEXTURE_2D,textureID);
      glPixelStorei(GL_UNPACK_ALIGNMENT,1); 
      { int rx;
        int ry;
        unsigned char *img = chargeImagePng(filename,&rx,&ry);
        if ( img ) {
          glTexImage2D(GL_TEXTURE_2D,0,3,rx,ry,0,GL_RGB,GL_UNSIGNED_BYTE,img);
          free(img);
          printf("Texture chargée %d : %s\n",textureID,filename); }
          else {
          printf("Texture non chargée\n"); } }
      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); 
    }
    
    /* Fonction d'initialisation des parametres     */
    /* OpenGL ne changeant pas au cours de la vie   */
    /* du programme                                 */
    
    static void init(void) {
      glClearColor(0.25F,0.25F,0.25F,1.0F);
      glLightfv(GL_LIGHT0,GL_DIFFUSE,blanc);
      glEnable(GL_LIGHTING);
      glEnable(GL_LIGHT0);
      glDepthFunc(GL_LESS);
      glEnable(GL_DEPTH_TEST);
      glEnable(GL_NORMALIZE);
      glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,1);
      glGenTextures(6,textureID);
      chargementTexture("Emoji1.png",textureID[0]);
      chargementTexture("Emoji2.png",textureID[1]);
      chargementTexture("Emoji3.png",textureID[2]);
      chargementTexture("Emoji4.png",textureID[3]);
      chargementTexture("Emoji5.png",textureID[4]);
      chargementTexture("Emoji6.png",textureID[5]);
    }
    
    /* Modelisation geometrique d'un cube           */
    /* avec placage de textures sur chacune         */
    /* de ses faces                                 */
    /* ct : la taille du cube                       */
    /* texID : le tableau des 6 handles de texture  */
    /*         a utiliser                           */
    
    static void mySolidCube(double ct,unsigned int *texID) {
      float c =(float) ct/2.0F;
      /* Activation premiere texture                */
      glBindTexture(GL_TEXTURE_2D,texID[0]);
      glBegin(GL_QUADS);
      glNormal3f(0.0F,0.0F,-1.0F);
      glTexCoord2f(0.0F,0.0F);
      glVertex3f( c, c,-c);
      glTexCoord2f(0.0F,1.0F);
      glVertex3f( c,-c,-c);
      glTexCoord2f(1.0F,1.0F);
      glVertex3f(-c,-c,-c);
      glTexCoord2f(1.0F,0.0F);
      glVertex3f(-c, c,-c);
      glEnd();
      /* Activation deuxieme texture                */
      glBindTexture(GL_TEXTURE_2D,texID[1]);
      glBegin(GL_QUADS);
      glNormal3f(0.0F,0.0F,1.0F);
      glTexCoord2f(0.0F,0.0F);
      glVertex3f(-c,-c, c);
      glTexCoord2f(1.0F,0.0F);
      glVertex3f( c,-c, c);
      glTexCoord2f(1.0F,1.0F);
      glVertex3f( c, c, c);
      glTexCoord2f(0.0F,1.0F);
      glVertex3f(-c, c, c);
      glEnd();
      /* Activation troisieme texture               */
      glBindTexture(GL_TEXTURE_2D,texID[2]);
      glBegin(GL_QUADS);
      glNormal3f(-1.0F,0.0F,0.0F);
      glTexCoord2f(0.0F,0.0F);
      glVertex3f(-c, c,-c);
      glTexCoord2f(0.0F,1.0F);
      glVertex3f(-c,-c,-c);
      glTexCoord2f(1.0F,1.0F);
      glVertex3f(-c,-c, c);
      glTexCoord2f(1.0F,0.0F);
      glVertex3f(-c, c, c);
      glEnd();
      /* Activation quatrieme texture               */
      glBindTexture(GL_TEXTURE_2D,texID[3]);
      glBegin(GL_QUADS);
      glNormal3f(1.0F,0.0F,0.0F);
      glTexCoord2f(0.0F,0.0F);
      glVertex3f( c, c, c);
      glTexCoord2f(0.0F,1.0F);
      glVertex3f( c,-c, c);
      glTexCoord2f(1.0F,1.0F);
      glVertex3f( c,-c,-c);
      glTexCoord2f(1.0F,0.0F);
      glVertex3f( c, c,-c);
      glEnd();
      /* Activation cinquieme texture               */
      glBindTexture(GL_TEXTURE_2D,texID[4]);
      glBegin(GL_QUADS);
      glNormal3f(0.0F,-1.0F,0.0F);
      glTexCoord2f(0.0F,0.0F);
      glVertex3f(-c,-c, c);
      glTexCoord2f(0.0F,1.0F);
      glVertex3f(-c,-c,-c);
      glTexCoord2f(1.0F,1.0F);
      glVertex3f( c,-c,-c);
      glTexCoord2f(1.0F,0.0F);
      glVertex3f( c,-c, c);
      glEnd();
      /* Activation sixieme texture                 */
      glBindTexture(GL_TEXTURE_2D,texID[5]);
      glBegin(GL_QUADS);
      glNormal3f(0.0F,1.0F,0.0F);
      glTexCoord2f(0.0F,0.0F);
      glVertex3f( c, c, c);
      glTexCoord2f(0.0F,1.0F);
      glVertex3f( c, c,-c);
      glTexCoord2f(1.0F,1.0F);
      glVertex3f(-c, c,-c);
      glTexCoord2f(1.0F,0.0F);
      glVertex3f(-c, c, c);
      glEnd();
    }
    
    /* Scene dessinee                               */
    
    static void scene(void) {
      glPushMatrix();
      mySolidCube(5.0,textureID);
      glPopMatrix();
    }
    
    /* Desallocation des textures                   */
    
    static void clean(void) {
      for ( int i = 0 ; i < 6 ; i++ )
        if ( textureID[i] != 0 )
          glDeleteTextures(1,&textureID[i]);
    }