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OpenGL

Marc Neveu. OpenGL. 2 Modes Mode « manuel »: glDisable(GL_Lighting); glColor3f(r,v,b); Mode « avec modèle » glEnable(GL_Lighting); + lumières + matériaux. Illumination. Définir les lumières : glLightxx(n°,enum,param) ‏ ; ex : glLightfv(GL_LIGHT0, GL_POSITION, pos0);

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OpenGL

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  1. Marc Neveu OpenGL

  2. 2 Modes Mode « manuel »: glDisable(GL_Lighting); glColor3f(r,v,b); Mode « avec modèle » glEnable(GL_Lighting); + lumières + matériaux Illumination

  3. Définir les lumières : glLightxx(n°,enum,param)‏; ex : glLightfv(GL_LIGHT0, GL_POSITION, pos0); Les allumer: glLightEnable(n°); ex :glEnable(GL_LIGHT0); Lumières

  4. GLfloat pos[4] = { 1.0, 2.0, 2.0, 1.0 }; glLightfv(GL_LIGHT1, GL_POSITION, pos); glLightfv(GL_LIGHT1, GL_AMBIENT, lamb); glLightfv(GL_LIGHT1, GL_DIFFUSE, ldif); glLightfv(GL_LIGHT1, GL_SPECULAR, lspec); glLighti(GL_LIGHT1, GL_SPOT_EXPONENT, 30); glLighti(GL_LIGHT1, GL_SPOT_CUTOFF, 90); Quelques caractéristiques de lumière

  5. Définir les matériaux: glMaterialxx(face,enum,param); ex : glMaterialfv(GL_FRONT,GL_DIFFUSE,red); Matériaux

  6. GLfloat mamb[4] = { 0.6, 0.6, 0.0 ,1.0}; glMaterialfv(GL_FRONT, GL_AMBIENT, mamb); glMaterialfv(GL_FRONT, GL_DIFFUSE, mdif); glMaterialfv(GL_FRONT, GL_SPECULAR, mspec); glMaterialf(GL_FRONT, GL_SHININESS, 100); Quelques caractéristiques de matériau

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