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///glActiveTextureARB(GL_TEXTURE0_ARB); // Go pour le multitexturing 1ere passe
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glBindTexture(GL_TEXTURE_2D, pIcon->iIconTexture);
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glColor4f(1.0f, 1.0f, 1.0f, myIconsParam.fAlbedo * pIcon->fAlpha); // transparence du reflet.
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glColor4f(1.0f, 1.0f, 1.0f, myIconsParam.fAlbedo * pIcon->fAlpha / 2); // transparence du reflet.
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glBlendFuncSeparate (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,
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GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);