Hum donc mon erreur sa doit venir de la meme chose...
Pour afficher un block de mon octree je procede comme cela
bool Terrain::DrawObject(VObject *CurrentObject)
{
int g_DetailScale = 128;
if( _Flag->rCanDraw() && CurrentObject != NULL )
{
// Enable all client states being used.
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, _CObject->_Vertices);
////Set up multitexturing
glActiveTextureARB( GL_TEXTURE0_ARB );
glClientActiveTextureARB(GL_TEXTURE0_ARB);
glEnableClientState( GL_TEXTURE_COORD_ARRAY );
glTexCoordPointer(2, GL_FLOAT, 0, _CObject->_TextureCoords);
glBindTexture( GL_TEXTURE_2D, _Texture[1]);
glEnable( GL_TEXTURE_2D );
glBindTexture( GL_TEXTURE_2D, _Texture[0]);
// If detail texturing is required, render the second texture
if( _GLCtrl->GetFlag()->rDetail() )
{
glActiveTextureARB( GL_TEXTURE1_ARB );
glEnable( GL_TEXTURE_2D );
glClientActiveTextureARB(GL_TEXTURE1_ARB);
glEnableClientState( GL_TEXTURE_COORD_ARRAY );
glTexCoordPointer(2, GL_FLOAT, 0, _CObject->_TextureCoords);
// Now we want to enter the texture matrix. This will allow us
// to change the tiling of the detail texture.
glMatrixMode(GL_TEXTURE);
// Reset the current matrix and apply our chosen scale value
glLoadIdentity();
glScalef((float)g_DetailScale, (float)g_DetailScale, 1);
// Leave the texture matrix and set us back in the model view matrix
glMatrixMode(GL_MODELVIEW);
glBindTexture( GL_TEXTURE_2D, _Texture[1]);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 2);
}
// Render
glDrawElements(GL_TRIANGLES,
CurrentObject->_NumberOfVertices, GL_UNSIGNED_INT,
CurrentObject->_VectMapIndices);
//glDrawElements(GL_TRIANGLES,
_CObject->_NumberOfVertices, GL_UNSIGNED_INT,
_CObject->_VectMapIndices);
//// Disable all the client states we enabled.
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
if( _GLCtrl->GetFlag()->rDetail() )
{
// Disable the 2nd texture
glActiveTextureARB(GL_TEXTURE1_ARB);
glDisable(GL_TEXTURE_2D);
// Switch back to the first texture
glActiveTextureARB( GL_TEXTURE0_ARB );
glClientActiveTextureARB(GL_TEXTURE0_ARB);
}
if( _GLCtrl->GetFlag()->rLighting() )
glEnable(GL_LIGHTING);
return true;
}
return false;
}
Je pense tout fermer ce que tu as dis non ?
Bien dla chance pour ton job

, moi je me prend la tête comme un taré pour mon rapport !!
je crois que je v me planter

le niveau est trop haut pour mon pauvre petit niveau d'anglais
A plus