L'exécutable
Le source: Texture1.cpp
#include <windows.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glaux.h>
#define LI 64
#define LH 64
GLubyte image[LI][LH][3];
void makeImage(void) {
int i,j,c;
for( i = 0 ; i < LI ; i++ ) {
for( j = 0 ; j < LH ; j++ ) {
c =(((i&0x8)==0)^((j&0x8)==0))*255;
image[i][j][0] =(GLubyte) c;
image[i][j][1] =(GLubyte) c;
image[i][j][2] =(GLubyte) c; } }
}
void myinit(void) {
glClearColor(0.0,0.0,0.0,0.0);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
makeImage();
glPixelStorei(GL_UNPACK_ALIGNMENT,1);
glTexImage2D(GL_TEXTURE_2D,0,3,LI,LH,0,GL_RGB,GL_UNSIGNED_BYTE,&image[0][0][0]);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_DECAL);
glEnable(GL_TEXTURE_2D);
glShadeModel(GL_FLAT);
}
void CALLBACK display(void) {
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glBegin(GL_QUADS);
glTexCoord2f(0.0F,0.0F);
glVertex3f(-2.0F,-1.0F,0.0F);
glTexCoord2f(0.0F,1.0F);
glVertex3f(-2.0F,1.0F,0.0F);
glTexCoord2f(1.0F,1.0F);
glVertex3f(0.0F,1.0F,0.0F);
glTexCoord2f(1.0F,0.0F);
glVertex3f(0.0F,-1.0F,0.0F);
glTexCoord2f(0.0F,0.0F);
glVertex3f(1.0F,-1.0F,0.0F);
glTexCoord2f(0.0F,1.0F);
glVertex3f(1.0F,1.0F,0.0F);
glTexCoord2f(1.0F,1.0F);
glVertex3f(2.41421F,1.0F,-1.41421F);
glTexCoord2f(1.0F,0.0F);
glVertex3f(2.41421F,-1.0F,-1.41421F);
glEnd();
glFlush();
}
void CALLBACK myReshape(int w,int h) {
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(43.0,1.0*(float)w/(float)h,1.0,30.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0F,0.0F,-3.6F);
}
void main(void) {
auxInitDisplayMode(AUX_SINGLE|AUX_RGB|AUX_DEPTH);
auxInitPosition(0,0,300,200);
auxInitWindow("Les échiquiers");
myinit();
auxReshapeFunc(myReshape);
auxMainLoop(display);
}
RETOUR