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- glMatrixMode(GL_PROJECTION); //GL_MODELVIEW pour avoir un aperçu à l'origine
- glLoadIdentity();
- gluPerspective(45,-1,1,10); //LACMIEUONCHANGERIEN
- float camX = distance * -sinf(anglex*(pi/180)) * cosf((angley)*(M_PI/180));
- float camY = distance * -sinf((angley)*(pi/180));
- float camZ = -distance * cosf((anglex)*(pi/180)) * cosf((angley)*(M_PI/180));
- gluLookAt(camX,camY,camZ,0,0,0,0,1,0);
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