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);
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();
}