void Affichage::init(int argc, char** argv) { glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowSize(640, 480); glutInitWindowPosition(100, 100); glutInit(&argc, argv); glutCreateWindow("BasicTraining"); glutSetCursor(GLUT_CURSOR_NONE); glutDisplayFunc(Affichage::display); glutReshapeFunc(Affichage::reshape); glutSpecialFunc(Affichage::keyboard); GLfloat light0_diffuse[] = {0.5, 0.5, 0.5, 1.0}; GLfloat light0_specular[]= {0.0, 0.0, 0.0, 0.0}; GLfloat light0_ambient[] = {0.3, 0.3, 0.3, 1.0}; glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse); glLightfv(GL_LIGHT0, GL_SPECULAR, light0_specular); glLightfv(GL_LIGHT0, GL_AMBIENT, light0_ambient); glClearColor(0, 0, 0, 0); //defini le noir comme couleur de vidage makeRasterFont(); glEnable(GL_LIGHTING);//active la lumière glEnable(GL_LIGHT0); /*glEnable(GL_FOG); { GLfloat fogColor[4] = {0.0, 0.0, 0.0, 1.0}; glFogi(GL_FOG_MODE, GL_EXP); glFogfv(GL_FOG_COLOR, fogColor); glFogf(GL_FOG_DENSITY, 0.25); glHint(GL_FOG_HINT, GL_DONT_CARE); glFogf(GL_FOG_START, 1.0); glFogf(GL_FOG_END, 20.0); }*/ glEnable(GL_COLOR_MATERIAL); //active la coloration de surface glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE); //definie quelle surface est coloriée glEnable(GL_DEPTH_TEST); //active le z-buffer glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); //corrige la perspective des textures }