Deux trois modifications minimes.
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@ -18,7 +18,7 @@ int initWindow() {
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float Light1Dif[4] = {1.0f, 1.0f, 1.0f, 1.0f};
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float Light1Spec[4] = {0.0f, 0.0f, 0.0f, 1.0f};
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float Light1Amb[4] = {0.4f, 0.4f, 0.4f, 1.0f};
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float shininess = 10.0f;
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float shininess = 128.0f;
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glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,MatSpec);
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glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,MatDif);
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@ -19,7 +19,7 @@ int windowWidth = 1024;
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int windowHeight = 768;
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int nbVertex = 0;
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int cameraDist = 2000;
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int cameraDist = 3000;
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int xSight = 0;
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int ySight = 0;
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2
square.c
2
square.c
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@ -283,7 +283,7 @@ void QT_enumerate(QTNode* first) {
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// Nécessaire ssi on fait un TRIANGLE_FAN et qu'on ne peut pas lui dire de fermer la boucle.
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// On renvoie le 1er vertex du bord :
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(void)(n->vertices[QT_NO]);
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//setNormal(center,va,n->vertices[QT_NO]);
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setNormal(center,va,n->vertices[QT_NO]);
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glVertex3f(n->vertices[QT_NO]->x,n->vertices[QT_NO]->y,n->vertices[QT_NO]->z);
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glEnd();
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}
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