Voilà, pour mon besoin personnel, j'ai codé une classe qui renvoie un buffer contenant une sphere basé sur un icosaèdre.
Pour l'itération, il faut savoir qu'elle doit être entre 0 et 5 compris. L'itération 0 rend une sphère à 20 triangles et chaque itération multiplie par 4 le nombre de triangles pour arriver à 20480 pour une itération de 5.
Les buffers étant limités à 65536 vertices et les triangles étant tous séparés (3 vertices par triangles, pour des raisons de texturing et manipulations), il est impossible d'aller au-dessus de 5 itérations.
Maintenant, si quelqu'un à des suggestions d'améliorations, qu'il n'hésite pas! Je modifierais le code dès que possible.

SphereIcosa.hSphereIcosa.cppexemple.cpp
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#ifndef SPHEREICOSA_H
#define SPHEREICOSA_H

#include "irrTypes.h"
#include "vector3d.h"
#include "aabbox3d.h"
#include "CMeshBuffer.h"
#include "SMaterial.h"


class SphereIcosa
{
    public:
        SphereIcosa(irr::video::SMaterial material, irr::f32 rayon=1, irr::u8 iterations=0);
        SphereIcosa(irr::f32 rayon=1, irr::u8 iterations=0);
        virtual ~SphereIcosa();

        bool createNewSphere(irr::f32 rayon=1, irr::u8 iterations=0);
        irr::scene::SMeshBuffer* getBufferCopy();
        irr::video::SMaterial& getMaterial();
        void setMaterial(irr::video::SMaterial material);
        irr::core::aabbox3df& getBoundingBox();

    protected:
        irr::f32 Rayon;
        irr::u8 NbIterations;
        irr::scene::SMeshBuffer* Buffer;
        irr::core::aabbox3df BoundingBox;

        void createBoundingBox();

    private:

};

#endif // SPHEREICOSA_H
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#include "SphereIcosa.h"

SphereIcosa::SphereIcosa(irr::video::SMaterial material, irr::f32 rayon, irr::u8 iterations) : Rayon(rayon), NbIterations(iterations)
{
    /// initialisation du buffer
    Buffer = new irr::scene::SMeshBuffer();
    Buffer->Material = material;
    /// créé la sphère
    createNewSphere(rayon, iterations);
}

SphereIcosa::SphereIcosa(irr::f32 rayon, irr::u8 iterations) : Rayon(rayon), NbIterations(iterations)
{
    /// créé la sphère
    createNewSphere(rayon, iterations);
}

SphereIcosa::~SphereIcosa()
{
    /// libère la mémoire
    if(Buffer)
        delete Buffer;
}

bool SphereIcosa::createNewSphere(irr::f32 rayon, irr::u8 iterations)
{
    /// si le nb de vertex dépasse la limite on retourne
    if( iterations > 5 )
        return false;
    /// array contenant les vertices
    irr::core::array<irr::core::vector3df> listevertex;
    /// calcul des termes de base
    irr::core::vector3df normalise(1, ((1+irr::core::squareroot(5.f))/2), 0);
    normalise.setLength(rayon);
    irr::f32 terme1 = normalise.X;
    irr::f32 terme2 = normalise.Y;
    /// calcul des 4 points du plan : XY
    listevertex.push_back( irr::core::vector3df(-terme1,-terme2,0) );
    listevertex.push_back( irr::core::vector3df(-terme1,terme2,0) );
    listevertex.push_back( irr::core::vector3df(terme1,terme2,0) );
    listevertex.push_back( irr::core::vector3df(terme1,-terme2,0) );
    /// calcul des 4 points du plan : YZ
    listevertex.push_back( irr::core::vector3df(0,-terme1,-terme2) );
    listevertex.push_back( irr::core::vector3df(0,terme1,-terme2) );
    listevertex.push_back( irr::core::vector3df(0,terme1,terme2) );
    listevertex.push_back( irr::core::vector3df(0,-terme1,terme2) );
    /// calcul des 4 points du plan : XZ
    listevertex.push_back( irr::core::vector3df(-terme2,0,-terme1) );
    listevertex.push_back( irr::core::vector3df(-terme2,0,terme1) );
    listevertex.push_back( irr::core::vector3df(terme2,0,terme1) );
    listevertex.push_back( irr::core::vector3df(terme2,0,-terme1) );

    /// mise dans le buffer dans la forme première
    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[0], irr::core::vector3df(0), irr::video::SColor(255,000,255,000), irr::core::vector2df(0,0)) );
    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[3], irr::core::vector3df(0), irr::video::SColor(255,000,255,000), irr::core::vector2df(0,1)) );
    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[7], irr::core::vector3df(0), irr::video::SColor(255,000,255,000), irr::core::vector2df(0.5,0.5)) );
    Buffer->Indices.push_back( 0 ); Buffer->Indices.push_back( 1 ); Buffer->Indices.push_back( 2 );

    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[3], irr::core::vector3df(0), irr::video::SColor(255,000,255,000), irr::core::vector2df(0,0)) );
    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[0], irr::core::vector3df(0), irr::video::SColor(255,000,255,000), irr::core::vector2df(0,1)) );
    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[4], irr::core::vector3df(0), irr::video::SColor(255,000,255,000), irr::core::vector2df(0.5,0.5)) );
    Buffer->Indices.push_back( 3 ); Buffer->Indices.push_back( 4 ); Buffer->Indices.push_back( 5 );

    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[2], irr::core::vector3df(0), irr::video::SColor(255,000,255,000), irr::core::vector2df(0,0)) );
    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[1], irr::core::vector3df(0), irr::video::SColor(255,000,255,000), irr::core::vector2df(0,1)) );
    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[6], irr::core::vector3df(0), irr::video::SColor(255,000,255,000), irr::core::vector2df(0.5,0.5)) );
    Buffer->Indices.push_back( 6 ); Buffer->Indices.push_back( 7 ); Buffer->Indices.push_back( 8 );

    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[1], irr::core::vector3df(0), irr::video::SColor(255,000,255,000), irr::core::vector2df(0,0)) );
    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[2], irr::core::vector3df(0), irr::video::SColor(255,000,255,000), irr::core::vector2df(0,1)) );
    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[5], irr::core::vector3df(0), irr::video::SColor(255,000,255,000), irr::core::vector2df(0.5,0.5)) );
    Buffer->Indices.push_back( 9 ); Buffer->Indices.push_back( 10 ); Buffer->Indices.push_back( 11 );



    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[4], irr::core::vector3df(0), irr::video::SColor(255,000,000,255), irr::core::vector2df(0,0)) );
    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[5], irr::core::vector3df(0), irr::video::SColor(255,000,000,255), irr::core::vector2df(0,1)) );
    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[11], irr::core::vector3df(0), irr::video::SColor(255,000,000,255), irr::core::vector2df(0.5,0.5)) );
    Buffer->Indices.push_back( 12 ); Buffer->Indices.push_back( 13 ); Buffer->Indices.push_back( 14 );

    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[5], irr::core::vector3df(0), irr::video::SColor(255,000,000,255), irr::core::vector2df(0,0)) );
    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[4], irr::core::vector3df(0), irr::video::SColor(255,000,000,255), irr::core::vector2df(0,1)) );
    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[8], irr::core::vector3df(0), irr::video::SColor(255,000,000,255), irr::core::vector2df(0.5,0.5)) );
    Buffer->Indices.push_back( 15 ); Buffer->Indices.push_back( 16 ); Buffer->Indices.push_back( 17 );

    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[7], irr::core::vector3df(0), irr::video::SColor(255,000,000,255), irr::core::vector2df(0,0)) );
    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[6], irr::core::vector3df(0), irr::video::SColor(255,000,000,255), irr::core::vector2df(0,1)) );
    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[9], irr::core::vector3df(0), irr::video::SColor(255,000,000,255), irr::core::vector2df(0.5,0.5)) );
    Buffer->Indices.push_back( 18 ); Buffer->Indices.push_back( 19 ); Buffer->Indices.push_back( 20 );

    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[6], irr::core::vector3df(0), irr::video::SColor(255,000,000,255), irr::core::vector2df(0,0)) );
    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[7], irr::core::vector3df(0), irr::video::SColor(255,000,000,255), irr::core::vector2df(0,1)) );
    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[10], irr::core::vector3df(0), irr::video::SColor(255,000,000,255), irr::core::vector2df(0.5,0.5)) );
    Buffer->Indices.push_back( 21 ); Buffer->Indices.push_back( 22 ); Buffer->Indices.push_back( 23 );



    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[9], irr::core::vector3df(0), irr::video::SColor(255,255,000,000), irr::core::vector2df(0,0)) );
    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[8], irr::core::vector3df(0), irr::video::SColor(255,255,000,000), irr::core::vector2df(0,1)) );
    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[0], irr::core::vector3df(0), irr::video::SColor(255,255,000,000), irr::core::vector2df(0.5,0.5)) );
    Buffer->Indices.push_back( 24 ); Buffer->Indices.push_back( 25 ); Buffer->Indices.push_back( 26 );

    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[8], irr::core::vector3df(0), irr::video::SColor(255,255,000,000), irr::core::vector2df(0,0)) );
    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[9], irr::core::vector3df(0), irr::video::SColor(255,255,000,000), irr::core::vector2df(0,1)) );
    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[1], irr::core::vector3df(0), irr::video::SColor(255,255,000,000), irr::core::vector2df(0.5,0.5)) );
    Buffer->Indices.push_back( 27 ); Buffer->Indices.push_back( 28 ); Buffer->Indices.push_back( 29 );

    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[10], irr::core::vector3df(0), irr::video::SColor(255,255,000,000), irr::core::vector2df(0,0)) );
    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[11], irr::core::vector3df(0), irr::video::SColor(255,255,000,000), irr::core::vector2df(0,1)) );
    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[2], irr::core::vector3df(0), irr::video::SColor(255,255,000,000), irr::core::vector2df(0.5,0.5)) );
    Buffer->Indices.push_back( 30 ); Buffer->Indices.push_back( 31 ); Buffer->Indices.push_back( 32 );

    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[11], irr::core::vector3df(0), irr::video::SColor(255,255,000,000), irr::core::vector2df(0,0)) );
    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[10], irr::core::vector3df(0), irr::video::SColor(255,255,000,000), irr::core::vector2df(0,1)) );
    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[3], irr::core::vector3df(0), irr::video::SColor(255,255,000,000), irr::core::vector2df(0.5,0.5)) );
    Buffer->Indices.push_back( 33 ); Buffer->Indices.push_back( 34 ); Buffer->Indices.push_back( 35 );




    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[0], irr::core::vector3df(0), irr::video::SColor(255,200,200,000), irr::core::vector2df(0,0)) );
    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[8], irr::core::vector3df(0), irr::video::SColor(255,200,200,000), irr::core::vector2df(0,1)) );
    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[4], irr::core::vector3df(0), irr::video::SColor(255,200,200,000), irr::core::vector2df(0.5,0.5)) );
    Buffer->Indices.push_back( 36 ); Buffer->Indices.push_back( 37 ); Buffer->Indices.push_back( 38 );

    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[0], irr::core::vector3df(0), irr::video::SColor(255,200,200,000), irr::core::vector2df(0,0)) );
    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[7], irr::core::vector3df(0), irr::video::SColor(255,200,200,000), irr::core::vector2df(0,1)) );
    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[9], irr::core::vector3df(0), irr::video::SColor(255,200,200,000), irr::core::vector2df(0.5,0.5)) );
    Buffer->Indices.push_back( 39 ); Buffer->Indices.push_back( 40 ); Buffer->Indices.push_back( 41 );

    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[1], irr::core::vector3df(0), irr::video::SColor(255,200,200,000), irr::core::vector2df(0,0)) );
    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[5], irr::core::vector3df(0), irr::video::SColor(255,200,200,000), irr::core::vector2df(0,1)) );
    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[8], irr::core::vector3df(0), irr::video::SColor(255,200,200,000), irr::core::vector2df(0.5,0.5)) );
    Buffer->Indices.push_back( 42 ); Buffer->Indices.push_back( 43 ); Buffer->Indices.push_back( 44 );

    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[1], irr::core::vector3df(0), irr::video::SColor(255,200,200,000), irr::core::vector2df(0,0)) );
    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[9], irr::core::vector3df(0), irr::video::SColor(255,200,200,000), irr::core::vector2df(0,1)) );
    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[6], irr::core::vector3df(0), irr::video::SColor(255,200,200,000), irr::core::vector2df(0.5,0.5)) );
    Buffer->Indices.push_back( 45 ); Buffer->Indices.push_back( 46 ); Buffer->Indices.push_back( 47 );

    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[2], irr::core::vector3df(0), irr::video::SColor(255,200,200,000), irr::core::vector2df(0,0)) );
    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[6], irr::core::vector3df(0), irr::video::SColor(255,200,200,000), irr::core::vector2df(0,1)) );
    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[10], irr::core::vector3df(0), irr::video::SColor(255,200,200,000), irr::core::vector2df(0.5,0.5)) );
    Buffer->Indices.push_back( 48 ); Buffer->Indices.push_back( 49 ); Buffer->Indices.push_back( 50 );

    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[2], irr::core::vector3df(0), irr::video::SColor(255,200,200,000), irr::core::vector2df(0,0)) );
    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[11], irr::core::vector3df(0), irr::video::SColor(255,200,200,000), irr::core::vector2df(0,1)) );
    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[5], irr::core::vector3df(0), irr::video::SColor(255,200,200,000), irr::core::vector2df(0.5,0.5)) );
    Buffer->Indices.push_back( 51 ); Buffer->Indices.push_back( 52 ); Buffer->Indices.push_back( 53 );

    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[3], irr::core::vector3df(0), irr::video::SColor(255,200,200,000), irr::core::vector2df(0,0)) );
    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[10], irr::core::vector3df(0), irr::video::SColor(255,200,200,000), irr::core::vector2df(0,1)) );
    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[7], irr::core::vector3df(0), irr::video::SColor(255,200,200,000), irr::core::vector2df(0.5,0.5)) );
    Buffer->Indices.push_back( 54 ); Buffer->Indices.push_back( 55 ); Buffer->Indices.push_back( 56 );

    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[3], irr::core::vector3df(0), irr::video::SColor(255,200,200,000), irr::core::vector2df(0,0)) );
    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[4], irr::core::vector3df(0), irr::video::SColor(255,200,200,000), irr::core::vector2df(0,1)) );
    Buffer->Vertices.push_back( irr::video::S3DVertex( listevertex[11], irr::core::vector3df(0), irr::video::SColor(255,200,200,000), irr::core::vector2df(0.5,0.5)) );
    Buffer->Indices.push_back( 57 ); Buffer->Indices.push_back( 58 ); Buffer->Indices.push_back( 59 );

    for(irr::s32 nbIterations=0; nbIterations < iterations; ++nbIterations )
    {
        /// variables
        irr::core::array<irr::video::S3DVertex> newVertices;
        irr::core::array<irr::u16> newIndices;
        /// créations des couleurs
        irr::video::SColor color1(255,255,000,000);
        irr::video::SColor color2(255,000,255,000);
        irr::video::SColor color3(255,000,000,255);
        irr::video::SColor color4(255,255,255,000);
        /// pour chaque triangles on en créé 4 nouveaux par subdivisions
        for(irr::s32 a=0; a < (irr::s32)Buffer->Indices.size(); a+=3)
        {
            /// on enregistre l'index
            irr::s32 index = (int)newVertices.size();
            /// on enregistre les 3 points existant
            irr::core::vector3df A( Buffer->Vertices[Buffer->Indices[a]].Pos );
            irr::core::vector3df B( Buffer->Vertices[Buffer->Indices[a+1]].Pos );
            irr::core::vector3df C( Buffer->Vertices[Buffer->Indices[a+2]].Pos );
            /// on calcule les 3 nouveaux points
            irr::core::vector3df D( irr::core::line3df(A, B).getMiddle().setLength(rayon) );
            irr::core::vector3df E( irr::core::line3df(B, C).getMiddle().setLength(rayon) );
            irr::core::vector3df F( irr::core::line3df(C, A).getMiddle().setLength(rayon) );
            /// on insère les 4 nouveaux triangles
            /// ADF
            newVertices.push_back( irr::video::S3DVertex( A, irr::core::vector3df(0), color1, irr::core::vector2df(0,0)) );
            newVertices.push_back( irr::video::S3DVertex( D, irr::core::vector3df(0), color1, irr::core::vector2df(0,1)) );
            newVertices.push_back( irr::video::S3DVertex( F, irr::core::vector3df(0), color1, irr::core::vector2df(0.5,0.5)) );
            newIndices.push_back( index ); newIndices.push_back( index+1 ); newIndices.push_back( index+2 );
            /// DBE
            newVertices.push_back( irr::video::S3DVertex( D, irr::core::vector3df(0), color2, irr::core::vector2df(0,0)) );
            newVertices.push_back( irr::video::S3DVertex( B, irr::core::vector3df(0), color2, irr::core::vector2df(0,1)) );
            newVertices.push_back( irr::video::S3DVertex( E, irr::core::vector3df(0), color2, irr::core::vector2df(0.5,0.5)) );
            newIndices.push_back( index+3 ); newIndices.push_back( index+4 ); newIndices.push_back( index+5 );
            /// FDE
            newVertices.push_back( irr::video::S3DVertex( F, irr::core::vector3df(0), color3, irr::core::vector2df(0,0)) );
            newVertices.push_back( irr::video::S3DVertex( D, irr::core::vector3df(0), color3, irr::core::vector2df(0,1)) );
            newVertices.push_back( irr::video::S3DVertex( E, irr::core::vector3df(0), color3, irr::core::vector2df(0.5,0.5)) );
            newIndices.push_back( index+6 ); newIndices.push_back( index+7 ); newIndices.push_back( index+8 );
            /// FEC
            newVertices.push_back( irr::video::S3DVertex( F, irr::core::vector3df(0), color4, irr::core::vector2df(0,0)) );
            newVertices.push_back( irr::video::S3DVertex( E, irr::core::vector3df(0), color4, irr::core::vector2df(0,1)) );
            newVertices.push_back( irr::video::S3DVertex( C, irr::core::vector3df(0), color4, irr::core::vector2df(0.5,0.5)) );
            newIndices.push_back( index+9 ); newIndices.push_back( index+10 ); newIndices.push_back( index+11 );
        }
        Buffer->Vertices = newVertices;
        Buffer->Indices = newIndices;
    }
    /// on mets à jour les paramètres de création de la sphere
    Rayon = rayon;
    NbIterations = iterations;
    /// on met à jour la Bounding Box
    createBoundingBox();
    /// tout s'est bien passé on quitte
    return true;
}

irr::scene::SMeshBuffer* SphereIcosa::getBufferCopy()
{
    irr::scene::SMeshBuffer* tmp = new irr::scene::SMeshBuffer();
    tmp->Material = Buffer->Material;
    tmp->Vertices = Buffer->Vertices;
    tmp->Indices = Buffer->Indices;
    return tmp;
}

irr::video::SMaterial& SphereIcosa::getMaterial()
{
    return Buffer->Material;
}

void SphereIcosa::setMaterial(irr::video::SMaterial material)
{
    Buffer->Material = material;
}

irr::core::aabbox3df& SphereIcosa::getBoundingBox()
{
    return BoundingBox;
}

void SphereIcosa::createBoundingBox()
{
    BoundingBox = irr::core::aabbox3df( irr::core::vector3df(-Rayon), irr::core::vector3df(Rayon) );
}
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SMaterial blanc;
blanc.Lighting = false;
SphereIcosa sphere(blanc, 1000, 5);
SMeshBuffer* SphereBuffer = sphere.getBufferCopy();

// à mettre entre beginscene et endscene
Driver->drawMeshBuffer( SphereBuffer );