void afficherScene() { glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glMatrixMode( GL_PROJECTION ); glLoadIdentity(); gluPerspective( 45.0, (GLdouble) g_largeur / (GLdouble) g_hauteur, 0.1, 300.0 ); glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); definirCamera(); glColor3f( 1., .5, .5 ); glBegin( GL_QUADS ); glVertex3f( -4.0, 4.0, 0.0 ); glVertex3f( 4.0, 4.0, 0.0 ); glVertex3f( 4.0, -4.0, 0.0 ); glVertex3f( -4.0, -4.0, 0.0 ); glEnd(); afficherBras(); glutSwapBuffers(); }
void FenetreTP::afficherScene() { // effacer l'ecran et le tampon de profondeur glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glPolygonMode( GL_FRONT_AND_BACK, modePolygone ); progBase.utiliser( ); // définir le pipeline graphique matrProj.Perspective( 45.0, (GLdouble) largeur_ / (GLdouble) hauteur_, 0.1, 300.0 ); progBase.assignerUniformMatrix4fv( "matrProj", matrProj ); definirCamera(); progBase.assignerUniformMatrix4fv( "matrVisu", matrVisu ); matrModel.LoadIdentity(); progBase.assignerUniformMatrix4fv( "matrModel", matrModel ); // afficher les axes if ( afficheAxes ) FenetreTP::afficherAxes(); glColor3f( 1., .5, .5 ); glBegin( GL_QUADS ); glVertex3f( -4.0, 4.0, 0.0 ); glVertex3f( 4.0, 4.0, 0.0 ); glVertex3f( 4.0, -4.0, 0.0 ); glVertex3f( -4.0, -4.0, 0.0 ); glEnd(); afficherBras(); }