rendered paste body////////////////////////////////////////////
/// Face ///
////////////////////////////////////////////
////////////////////////////////////////////
/// Face bleu ///
////////////////////////////////////////////
glBegin(GL_QUADS);
glColor3ub(0,0,255); // Haut/Gauche
glVertex3d(-1.5,1.5,1.5);
glVertex3d(-0.5,1.5,1.5);
glVertex3d(-0.5,1.5,0.5);
glVertex3d(-1.5,1.5,0.5);
glEnd();
glBegin(GL_QUADS);
glColor3ub(0,0,255); // Haut/Milieu
glVertex3d(-1.5,1.5,0.5);
glVertex3d(-0.5,1.5,0.5);
glVertex3d(-0.5,1.5,-0.5);
glVertex3d(-1.5,1.5,-0.5);
glEnd();
glBegin(GL_QUADS);
glColor3ub(0,0,255); // Haut/Droite
glVertex3d(-1.5,1.5,-0.5);
glVertex3d(-0.5,1.5,-0.5);
glVertex3d(-0.5,1.5,-1.5);
glVertex3d(-1.5,1.5,-1.5);
glEnd();
glBegin(GL_QUADS);
glColor3ub(0,0,255); // Milieu/Gauche
glVertex3d(-0.5,1.5,1.5);
glVertex3d(0.5,1.5,1.5);
glVertex3d(0.5,1.5,0.5);
glVertex3d(-0.5,1.5,0.5);
glEnd();
glBegin(GL_QUADS);
glColor3ub(0,0,255); // Milieu/Milieu
glVertex3d(-0.5,1.5,0.5);
glVertex3d(0.5,1.5,0.5);
glVertex3d(0.5,1.5,-0.5);
glVertex3d(-1.5,1.5,-0.5);
glEnd();
glBegin(GL_QUADS);
glColor3ub(0,0,255); // Milieu/Droite
glVertex3d(-0.5,1.5,-0.5);
glVertex3d(0.5,1.5,-0.5);
glVertex3d(0.5,1.5,-1.5);
glVertex3d(-0.5,1.5,-1.5);
glEnd();
glBegin(GL_QUADS);
glColor3ub(0,0,255); // Bas/Gauche
glVertex3d(0.5,1.5,1.5);
glVertex3d(1.5,1.5,1.5);
glVertex3d(1.5,1.5,0.5);
glVertex3d(0.5,1.5,0.5);
glEnd();
glBegin(GL_QUADS);
glColor3ub(0,0,255); // Bas/Milieu
glVertex3d(0.5,1.5,0.5);
glVertex3d(1.5,1.5,0.5);
glVertex3d(1.5,1.5,-0.5);
glVertex3d(0.5,1.5,-0.5);
glEnd();
glBegin(GL_QUADS);
glColor3ub(0,0,255); // Bas/Droite
glVertex3d(0.5,1.5,-0.5);
glVertex3d(1.5,1.5,-0.5);
glVertex3d(1.5,1.5,-1.5);
glVertex3d(0.5,1.5,-1.5);
glEnd();
////////////////////////////////////////////
/// Face orange ///
////////////////////////////////////////////
glBegin(GL_QUADS);
glColor3ub(255,128,0); // Haut/Gauche
glVertex3d(1.5,1.5,1.5);
glVertex3d(1.5,0.5,1.5);
glVertex3d(1.5,0.5,0.5);
glVertex3d(1.5,1.5,0.5);
glEnd();
glBegin(GL_QUADS);
glColor3ub(255,128,0); // Haut/Milieu
glVertex3d(1.5,1.5,0.5);
glVertex3d(1.5,0.5,0.5);
glVertex3d(1.5,0.5,-0.5);
glVertex3d(1.5,1.5,-0.5);
glEnd();
glBegin(GL_QUADS);
glColor3ub(255,128,0); // Haut/Droite
glVertex3d(1.5,1.5,-0.5);
glVertex3d(1.5,0.5,-0.5);
glVertex3d(1.5,0.5,-1.5);
glVertex3d(1.5,1.5,-1.5);
glEnd();
glBegin(GL_QUADS);
glColor3ub(255,128,0); // Milieu/Gauche
glVertex3d(1.5,0.5,1.5);
glVertex3d(1.5,-0.5,1.5);
glVertex3d(1.5,-0.5,0.5);
glVertex3d(1.5,0.5,0.5);
glEnd();
glBegin(GL_QUADS);
glColor3ub(255,128,0); // Milieu/Milieu
glVertex3d(1.5,0.5,0.5);
glVertex3d(1.5,-0.5,0.5);
glVertex3d(1.5,-0.5,-0.5);
glVertex3d(1.5,0.5,-0.5);
glEnd();
glBegin(GL_QUADS);
glColor3ub(255,128,0); // Milieu/Droite
glVertex3d(1.5,0.5,-0.5);
glVertex3d(1.5,-0.5,-0.5);
glVertex3d(1.5,-0.5,-1.5);
glVertex3d(1.5,0.5,-1.5);
glEnd();
glBegin(GL_QUADS);
glColor3ub(255,128,0); // Bas/Gauche
glVertex3d(1.5,-0.5,1.5);
glVertex3d(1.5,-1.5,1.5);
glVertex3d(1.5,-1.5,0.5);
glVertex3d(1.5,-0.5,0.5);
glEnd();
glBegin(GL_QUADS);
glColor3ub(255,128,0); // Bas/Milieu
glVertex3d(1.5,-0.5,0.5);
glVertex3d(1.5,-1.5,0.5);
glVertex3d(1.5,-1.5,-0.5);
glVertex3d(1.5,-0.5,-0.5);
glEnd();
glBegin(GL_QUADS);
glColor3ub(255,128,0); // Bas/Droite
glVertex3d(1.5,-0.5,-0.5);
glVertex3d(1.5,-1.5,-0.5);
glVertex3d(1.5,-1.5,-1.5);
glVertex3d(1.5,-0.5,-1.5);
glEnd();
////////////////////////////////////////////
/// Face jaune ///
////////////////////////////////////////////
glBegin(GL_QUADS);
glColor3ub(255,255,0); // Haut/Gauche
glVertex3d(-1.5,1.5,1.5);
glVertex3d(-1.5,0.5,1.5);
glVertex3d(-0.5,0.5,1.5);
glVertex3d(-0.5,1.5,1.5);
glEnd();
glBegin(GL_QUADS);
glColor3ub(255,255,0); // Haut/Milieu
glVertex3d(-0.5,1.5,1.5);
glVertex3d(-0.5,0.5,1.5);
glVertex3d(0.5,0.5,1.5);
glVertex3d(0.5,1.5,1.5);
glEnd();
glBegin(GL_QUADS);
glColor3ub(255,255,0); // Haut/Droite
glVertex3d(0.5,1.5,1.5);
glVertex3d(0.5,0.5,1.5);
glVertex3d(1.5,0.5,1.5);
glVertex3d(1.5,1.5,1.5);
glEnd();
glBegin(GL_QUADS);
glColor3ub(255,255,0); // Milieu/Gauche
glVertex3d(-1.5,0.5,1.5);
glVertex3d(-1.5,-0.5,1.5);
glVertex3d(-0.5,-0.5,1.5);
glVertex3d(-0.5,0.5,1.5);
glEnd();
glBegin(GL_QUADS);
glColor3ub(255,255,0); // Milieu/Milieu
glVertex3d(-0.5,0.5,1.5);
glVertex3d(-0.5,-0.5,1.5);
glVertex3d(0.5,-0.5,1.5);
glVertex3d(0.5,0.5,1.5);
glEnd();
glBegin(GL_QUADS);
glColor3ub(255,255,0); // Milieu/Droite
glVertex3d(0.5,0.5,1.5);
glVertex3d(0.5,-0.5,1.5);
glVertex3d(1.5,-0.5,1.5);
glVertex3d(1.5,0.5,1.5);
glEnd();
glBegin(GL_QUADS);
glColor3ub(255,255,0); // Bas/Gauche
glVertex3d(-1.5,-0.5,1.5);
glVertex3d(-1.5,-1.5,1.5);
glVertex3d(-0.5,-1.5,1.5);
glVertex3d(-0.5,-0.5,1.5);
glEnd();
glBegin(GL_QUADS);
glColor3ub(255,255,0); // Bas/Milieu
glVertex3d(-0.5,-0.5,1.5);
glVertex3d(-0.5,-1.5,1.5);
glVertex3d(0.5,-1.5,1.5);
glVertex3d(0.5,-0.5,1.5);
glEnd();
glBegin(GL_QUADS);
glColor3ub(255,255,0); // Bas/Droite
glVertex3d(0.5,-0.5,1.5);
glVertex3d(0.5,-1.5,1.5);
glVertex3d(1.5,-1.5,1.5);
glVertex3d(1.5,-0.5,1.5);
glEnd();
////////////////////////////////////////////
/// Face marron ///
////////////////////////////////////////////
glBegin(GL_QUADS);
glColor3ub(128,0,0); // Haut/Gauche
glVertex3d(-1.5,1.5,1.5);
glVertex3d(-1.5,0.5,1.5);
glVertex3d(-1.5,0.5,0.5);
glVertex3d(-1.5,1.5,0.5);
glEnd();
glBegin(GL_QUADS);
glColor3ub(128,0,0); // Haut/Milieu
glVertex3d(-1.5,1.5,0.5);
glVertex3d(-1.5,0.5,0.5);
glVertex3d(-1.5,0.5,-0.5);
glVertex3d(-1.5,1.5,-0.5);
glEnd();
glBegin(GL_QUADS);
glColor3ub(128,0,0); // Haut/Droite
glVertex3d(-1.5,1.5,-0.5);
glVertex3d(-1.5,0.5,-0.5);
glVertex3d(-1.5,0.5,-1.5);
glVertex3d(-1.5,1.5,-1.5);
glEnd();
glBegin(GL_QUADS);
glColor3ub(128,0,0); // Milieu/Gauche
glVertex3d(-1.5,0.5,1.5);
glVertex3d(-1.5,-0.5,1.5);
glVertex3d(-1.5,-0.5,0.5);
glVertex3d(-1.5,0.5,0.5);
glEnd();
glBegin(GL_QUADS);
glColor3ub(128,0,0); // Milieu/Milieu
glVertex3d(-1.5,0.5,0.5);
glVertex3d(-1.5,-0.5,0.5);
glVertex3d(-1.5,-0.5,-0.5);
glVertex3d(-1.5,0.5,-0.5);
glEnd();
glBegin(GL_QUADS);
glColor3ub(128,0,0); // Milieu/Droite
glVertex3d(-1.5,0.5,-0.5);
glVertex3d(-1.5,-0.5,-0.5);
glVertex3d(-1.5,-0.5,-1.5);
glVertex3d(-1.5,0.5,-1.5);
glEnd();
glBegin(GL_QUADS);
glColor3ub(128,0,0); // Bas/Gauche
glVertex3d(-1.5,-0.5,1.5);
glVertex3d(-1.5,-1.5,1.5);
glVertex3d(-1.5,-1.5,0.5);
glVertex3d(-1.5,-0.5,0.5);
glEnd();
glBegin(GL_QUADS);
glColor3ub(128,0,0); // Bas/Milieu
glVertex3d(-1.5,-0.5,0.5);
glVertex3d(-1.5,-1.5,0.5);
glVertex3d(-1.5,-1.5,-0.5);
glVertex3d(-1.5,-0.5,-0.5);
glEnd();
glBegin(GL_QUADS);
glColor3ub(128,0,0); // Bas/Droite
glVertex3d(-1.5,-0.5,-0.5);
glVertex3d(-1.5,-1.5,-0.5);
glVertex3d(-1.5,-1.5,-1.5);
glVertex3d(-1.5,-0.5,-1.5);
glEnd();
////////////////////////////////////////////
/// Face blanc ///
////////////////////////////////////////////
glBegin(GL_QUADS);
glColor3ub(255,255,255); // Haut/Gauche
glVertex3d(-1.5,1.5,-1.5);
glVertex3d(-1.5,0.5,-1.5);
glVertex3d(-0.5,0.5,-1.5);
glVertex3d(-0.5,1.5,-1.5);
glEnd();
glBegin(GL_QUADS);
glColor3ub(255,255,255); // Haut/Milieu
glVertex3d(-0.5,1.5,-1.5);
glVertex3d(-0.5,0.5,-1.5);
glVertex3d(0.5,0.5,-1.5);
glVertex3d(0.5,1.5,-1.5);
glEnd();
glBegin(GL_QUADS);
glColor3ub(255,255,255); // Haut/Droite
glVertex3d(0.5,1.5,-1.5);
glVertex3d(0.5,0.5,-1.5);
glVertex3d(1.5,0.5,-1.5);
glVertex3d(1.5,1.5,-1.5);
glEnd();
glBegin(GL_QUADS);
glColor3ub(255,255,255); // Milieu/Gauche
glVertex3d(-1.5,0.5,-1.5);
glVertex3d(-1.5,-0.5,-1.5);
glVertex3d(-0.5,-0.5,-1.5);
glVertex3d(-0.5,0.5,-1.5);
glEnd();
glBegin(GL_QUADS);
glColor3ub(255,255,255); // Milieu/Milieu
glVertex3d(-0.5,0.5,-1.5);
glVertex3d(-0.5,-0.5,-1.5);
glVertex3d(0.5,-0.5,-1.5);
glVertex3d(0.5,0.5,-1.5);
glEnd();
glBegin(GL_QUADS);
glColor3ub(255,255,255); // Milieu/Droite
glVertex3d(0.5,0.5,-1.5);
glVertex3d(0.5,-0.5,-1.5);
glVertex3d(1.5,-0.5,-1.5);
glVertex3d(1.5,0.5,-1.5);
glEnd();
glBegin(GL_QUADS);
glColor3ub(255,255,255); // Bas/Gauche
glVertex3d(-1.5,-0.5,-1.5);
glVertex3d(-1.5,-1.5,-1.5);
glVertex3d(-0.5,-1.5,-1.5);
glVertex3d(-0.5,-0.5,-1.5);
glEnd();
glBegin(GL_QUADS);
glColor3ub(255,255,255); // Bas/Milieu
glVertex3d(-0.5,-0.5,-1.5);
glVertex3d(-0.5,-1.5,-1.5);
glVertex3d(0.5,-1.5,-1.5);
glVertex3d(0.5,-0.5,-1.5);
glEnd();
glBegin(GL_QUADS);
glColor3ub(255,255,255); // Bas/Droite
glVertex3d(0.5,-0.5,-1.5);
glVertex3d(0.5,-1.5,-1.5);
glVertex3d(1.5,-1.5,-1.5);
glVertex3d(1.5,-0.5,-1.5);
glEnd();
////////////////////////////////////////////
/// Face vert ///
////////////////////////////////////////////
glBegin(GL_QUADS);
glColor3ub(0,128,0); // Haut/Gauche
glVertex3d(-1.5,-1.5,1.5);
glVertex3d(-0.5,-1.5,1.5);
glVertex3d(-0.5,-1.5,0.5);
glVertex3d(-1.5,-1.5,0.5);
glEnd();
glBegin(GL_QUADS);
glColor3ub(0,128,0); // Haut/Milieu
glVertex3d(-1.5,-1.5,0.5);
glVertex3d(-0.5,-1.5,0.5);
glVertex3d(-0.5,-1.5,-0.5);
glVertex3d(-1.5,-1.5,-0.5);
glEnd();
glBegin(GL_QUADS);
glColor3ub(0,128,0); // Haut/Droite
glVertex3d(-1.5,-1.5,-0.5);
glVertex3d(-0.5,-1.5,-0.5);
glVertex3d(-0.5,-1.5,-1.5);
glVertex3d(-1.5,-1.5,-1.5);
glEnd();
glBegin(GL_QUADS);
glColor3ub(0,128,0); // Milieu/Gauche
glVertex3d(-0.5,-1.5,1.5);
glVertex3d(0.5,-1.5,1.5);
glVertex3d(0.5,-1.5,0.5);
glVertex3d(-0.5,-1.5,0.5);
glEnd();
glBegin(GL_QUADS);
glColor3ub(0,128,0); // Milieu/Milieu
glVertex3d(-0.5,-1.5,0.5);
glVertex3d(0.5,-1.5,0.5);
glVertex3d(0.5,-1.5,-0.5);
glVertex3d(-1.5,-1.5,-0.5);
glEnd();
glBegin(GL_QUADS);
glColor3ub(0,128,0); // Milieu/Droite
glVertex3d(-0.5,-1.5,-0.5);
glVertex3d(0.5,-1.5,-0.5);
glVertex3d(0.5,-1.5,-1.5);
glVertex3d(-0.5,-1.5,-1.5);
glEnd();
glBegin(GL_QUADS);
glColor3ub(0,128,0); // Bas/Gauche
glVertex3d(0.5,-1.5,1.5);
glVertex3d(1.5,-1.5,1.5);
glVertex3d(1.5,-1.5,0.5);
glVertex3d(0.5,-1.5,0.5);
glEnd();
glBegin(GL_QUADS);
glColor3ub(0,128,0); // Bas/Milieu
glVertex3d(0.5,-1.5,0.5);
glVertex3d(1.5,-1.5,0.5);
glVertex3d(1.5,-1.5,-0.5);
glVertex3d(0.5,-1.5,-0.5);
glEnd();
glBegin(GL_QUADS);
glColor3ub(0,128,0); // Bas/Droite
glVertex3d(0.5,-1.5,-0.5);
glVertex3d(1.5,-1.5,-0.5);
glVertex3d(1.5,-1.5,-1.5);
glVertex3d(0.5,-1.5,-1.5);
glEnd();