Encore du zigonnage de skybox!
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		| @@ -70,19 +70,19 @@ void Engine::Render(float elapsedTime) | |||||||
| 	m_player.ApplyTransformation(all); | 	m_player.ApplyTransformation(all); | ||||||
| 	m_player.ApplyTransformation(skybox, false); // Version d'ApplyTransformation qui ne tient compte que de la rotation (donc l'objet bouge relativement au joueur). | 	m_player.ApplyTransformation(skybox, false); // Version d'ApplyTransformation qui ne tient compte que de la rotation (donc l'objet bouge relativement au joueur). | ||||||
|  |  | ||||||
| 	// Skybox | 	// Skybox - Pas de normals pour avoir un <20>clairage flat. | ||||||
| 	skybox.Use(); | 	skybox.Use(); | ||||||
| 	m_textureSkybox.Bind(); | 	m_textureSkybox.Bind(); | ||||||
| 	glDisable(GL_DEPTH_TEST); | 	glDisable(GL_DEPTH_TEST); | ||||||
| 	glBegin(GL_QUADS); | 	glBegin(GL_QUADS); | ||||||
|  |  | ||||||
| 	glTexCoord2f(1, 1); |  | ||||||
| 	glVertex3f(10.f, 10.f, 10.f); |  | ||||||
| 	glTexCoord2f(0, 1); | 	glTexCoord2f(0, 1); | ||||||
|  | 	glVertex3f(10.f, 10.f, 10.f); | ||||||
|  | 	glTexCoord2f(1, 1); | ||||||
| 	glVertex3f(-10.f, 10.f, 10.f); | 	glVertex3f(-10.f, 10.f, 10.f); | ||||||
| 	glTexCoord2f(0, 0); |  | ||||||
| 	glVertex3f(-10.f, -10.f, 10.f); |  | ||||||
| 	glTexCoord2f(1, 0); | 	glTexCoord2f(1, 0); | ||||||
|  | 	glVertex3f(-10.f, -10.f, 10.f); | ||||||
|  | 	glTexCoord2f(0, 0); | ||||||
| 	glVertex3f(10.f, -10.f, 10.f); | 	glVertex3f(10.f, -10.f, 10.f); | ||||||
|  |  | ||||||
| 	glTexCoord2f(1, 0); | 	glTexCoord2f(1, 0); | ||||||
| @@ -94,36 +94,28 @@ void Engine::Render(float elapsedTime) | |||||||
| 	glTexCoord2f(1, 1); | 	glTexCoord2f(1, 1); | ||||||
| 	glVertex3f(10.f, 10.f, -10.f); | 	glVertex3f(10.f, 10.f, -10.f); | ||||||
|  |  | ||||||
| 	glTexCoord2f(1, 1); |  | ||||||
| 	glVertex3f(-10.f, 10.f, 10.f); |  | ||||||
| 	glTexCoord2f(0, 1); | 	glTexCoord2f(0, 1); | ||||||
|  | 	glVertex3f(-10.f, 10.f, 10.f); | ||||||
|  | 	glTexCoord2f(1, 1); | ||||||
| 	glVertex3f(-10.f, 10.f, -10.f); | 	glVertex3f(-10.f, 10.f, -10.f); | ||||||
| 	glTexCoord2f(0, 0); |  | ||||||
| 	glVertex3f(-10.f, -10.f, -10.f); |  | ||||||
| 	glTexCoord2f(1, 0); | 	glTexCoord2f(1, 0); | ||||||
|  | 	glVertex3f(-10.f, -10.f, -10.f); | ||||||
|  | 	glTexCoord2f(0, 0); | ||||||
| 	glVertex3f(-10.f, -10.f, 10.f); | 	glVertex3f(-10.f, -10.f, 10.f); | ||||||
|  |  | ||||||
| 	glTexCoord2f(1, 1); |  | ||||||
| 	glVertex3f(10.f, 10.f, -10.f); |  | ||||||
| 	glTexCoord2f(0, 1); | 	glTexCoord2f(0, 1); | ||||||
|  | 	glVertex3f(10.f, 10.f, -10.f); | ||||||
|  | 	glTexCoord2f(1, 1); | ||||||
| 	glVertex3f(10.f, 10.f, 10.f); | 	glVertex3f(10.f, 10.f, 10.f); | ||||||
| 	glTexCoord2f(0, 0); |  | ||||||
| 	glVertex3f(10.f, -10.f, 10.f); |  | ||||||
| 	glTexCoord2f(1, 0); | 	glTexCoord2f(1, 0); | ||||||
|  | 	glVertex3f(10.f, -10.f, 10.f); | ||||||
|  | 	glTexCoord2f(0, 0); | ||||||
| 	glVertex3f(10.f, -10.f, -10.f); | 	glVertex3f(10.f, -10.f, -10.f); | ||||||
|  |  | ||||||
| 	glTexCoord2f(0, 0); |  | ||||||
| 	glVertex3f(10.f, 10.f, -10.f); |  | ||||||
| 	glTexCoord2f(0, 0.1f); |  | ||||||
| 	glVertex3f(10.f, 10.f, 10.f); |  | ||||||
| 	glTexCoord2f(0, 0.1f); |  | ||||||
| 	glVertex3f(-10.f, 10.f, 10.f); |  | ||||||
| 	glTexCoord2f(0, 0); |  | ||||||
| 	glVertex3f(-10.f, 10.f, -10.f); |  | ||||||
| 	glEnd(); | 	glEnd(); | ||||||
| 	glEnable(GL_DEPTH_TEST); | 	glEnable(GL_DEPTH_TEST); | ||||||
|  |  | ||||||
| 	all.Use(); | 	all.Use(); | ||||||
|  |  | ||||||
| 	// Plancher | 	// Plancher | ||||||
| 	// Les vertex doivent etre affiches dans le sens anti-horaire (CCW) | 	// Les vertex doivent etre affiches dans le sens anti-horaire (CCW) | ||||||
| 	m_textureFloor.Bind(); | 	m_textureFloor.Bind(); | ||||||
| @@ -140,7 +132,6 @@ void Engine::Render(float elapsedTime) | |||||||
| 	glVertex3f(-100.f, -2.f, -100.f); | 	glVertex3f(-100.f, -2.f, -100.f); | ||||||
| 	glEnd(); | 	glEnd(); | ||||||
| 	 | 	 | ||||||
| 	 |  | ||||||
| 	// Cube | 	// Cube | ||||||
| 	all.ApplyTranslation(0.f, 0.f, -10.f); | 	all.ApplyTranslation(0.f, 0.f, -10.f); | ||||||
| 	all.ApplyRotation(gameTime * 100.f, 0.f, 1.f, 0.f); | 	all.ApplyRotation(gameTime * 100.f, 0.f, 1.f, 0.f); | ||||||
|   | |||||||
										
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| @@ -152,7 +152,7 @@ void OpenglContext::ShowCrossCursor() const | |||||||
|  |  | ||||||
| void OpenglContext::InitWindow(int width, int height) | void OpenglContext::InitWindow(int width, int height) | ||||||
| { | { | ||||||
|     m_app.create(sf::VideoMode(width, height, 32), m_title.c_str(), m_fullscreen ? sf::Style::Fullscreen : (sf::Style::Resize|sf::Style::Close), sf::ContextSettings(32, 8, 0)); |     m_app.create(sf::VideoMode(width, height, 32), m_title.c_str(), m_fullscreen ? sf::Style::Fullscreen : (sf::Style::Resize|sf::Style::Close), sf::ContextSettings(32, 8, 4)); | ||||||
| } | } | ||||||
|  |  | ||||||
| OpenglContext::MOUSE_BUTTON OpenglContext::ConvertMouseButton(sf::Mouse::Button button) const | OpenglContext::MOUSE_BUTTON OpenglContext::ConvertMouseButton(sf::Mouse::Button button) const | ||||||
|   | |||||||
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