assorted updates from John Fay
git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@517 7f0cb862-5218-0410-a997-914c9d46530a
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228c4bd617
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@ -131,7 +131,7 @@ static void fghCircleTable(double **sint,double **cost,const int n)
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/* Determine the angle between samples */
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const double angle = 2*M_PI/(double)n;
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const double angle = 2*M_PI/(double)( ( n == 0 ) ? 1 : n );
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/* Allocate memory for n samples, plus duplicate of first entry at the end */
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@ -149,7 +149,10 @@ static void fghCircleTable(double **sint,double **cost,const int n)
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/* Compute cos and sin around the circle */
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for (i=0; i<size; i++)
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(*sint)[0] = 0.0;
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(*cost)[0] = 1.0;
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for (i=1; i<size; i++)
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{
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(*sint)[i] = sin(angle*i);
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(*cost)[i] = cos(angle*i);
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@ -183,9 +186,9 @@ void FGAPIENTRY glutSolidSphere(GLdouble radius, GLint slices, GLint stacks)
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/* The top stack is covered with a triangle fan */
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z0 = 1.0;
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z1 = cost2[1];
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z1 = cost2[(stacks>0)?1:0];
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r0 = 0.0;
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r1 = sint2[1];
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r1 = sint2[(stacks>0)?1:0];
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glBegin(GL_TRIANGLE_FAN);
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@ -325,8 +328,8 @@ void FGAPIENTRY glutSolidCone( GLdouble base, GLdouble height, GLint slices, GLi
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double z0,z1;
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double r0,r1;
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const double zStep = height/stacks;
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const double rStep = base/stacks;
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const double zStep = height / ( ( stacks > 0 ) ? stacks : 1 );
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const double rStep = base / ( ( stacks > 0 ) ? stacks : 1 );
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/* Scaling factors for vertex normals */
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@ -409,8 +412,8 @@ void FGAPIENTRY glutWireCone( GLdouble base, GLdouble height, GLint slices, GLin
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double z = 0.0;
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double r = base;
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const double zStep = height/stacks;
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const double rStep = base/stacks;
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const double zStep = height / ( ( stacks > 0 ) ? stacks : 1 );
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const double rStep = base / ( ( stacks > 0 ) ? stacks : 1 );
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/* Scaling factors for vertex normals */
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@ -472,7 +475,7 @@ void FGAPIENTRY glutSolidCylinder(GLdouble radius, GLdouble height, GLint slices
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/* Step in z and radius as stacks are drawn. */
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double z0,z1;
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const double zStep = height/stacks;
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const double zStep = height / ( ( stacks > 0 ) ? stacks : 1 );
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/* Pre-computed circle */
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@ -533,7 +536,7 @@ void FGAPIENTRY glutWireCylinder(GLdouble radius, GLdouble height, GLint slices,
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/* Step in z and radius as stacks are drawn. */
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double z = 0.0;
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const double zStep = height/stacks;
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const double zStep = height / ( ( stacks > 0 ) ? stacks : 1 );
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/* Pre-computed circle */
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@ -588,6 +591,8 @@ void FGAPIENTRY glutWireTorus( GLdouble dInnerRadius, GLdouble dOuterRadius, GLi
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double *vertex, *normal;
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int i, j;
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double spsi, cpsi, sphi, cphi ;
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if ( nSides < 1 ) nSides = 1;
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if ( nRings < 1 ) nRings = 1;
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/* Allocate the vertices array */
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vertex = (double *)calloc( sizeof(double), 3 * nSides * nRings );
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@ -664,6 +669,8 @@ void FGAPIENTRY glutSolidTorus( GLdouble dInnerRadius, GLdouble dOuterRadius, GL
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double *vertex, *normal;
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int i, j;
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double spsi, cpsi, sphi, cphi ;
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if ( nSides < 1 ) nSides = 1;
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if ( nRings < 1 ) nRings = 1;
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/* Increment the number of sides and rings to allow for one more point than surface */
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nSides ++ ;
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@ -836,13 +843,13 @@ void FGAPIENTRY glutWireOctahedron( void )
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#define RADIUS 1.0f
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glBegin( GL_LINE_LOOP );
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glNormal3d( 0.577350269189, 0.577350269189, 0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS );
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glNormal3d( 0.577350269189, 0.577350269189,-0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS );
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glNormal3d( 0.577350269189,-0.577350269189, 0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS );
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glNormal3d( 0.577350269189, 0.577350269189,-0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS ); glVertex3d( 0.0, RADIUS, 0.0 );
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glNormal3d( 0.577350269189,-0.577350269189, 0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS ); glVertex3d( 0.0,-RADIUS, 0.0 );
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glNormal3d( 0.577350269189,-0.577350269189,-0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS );
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glNormal3d(-0.577350269189, 0.577350269189, 0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS );
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glNormal3d(-0.577350269189, 0.577350269189, 0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS ); glVertex3d( 0.0, RADIUS, 0.0 );
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glNormal3d(-0.577350269189, 0.577350269189,-0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS );
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glNormal3d(-0.577350269189,-0.577350269189, 0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS );
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glNormal3d(-0.577350269189,-0.577350269189,-0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS );
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glNormal3d(-0.577350269189,-0.577350269189,-0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS ); glVertex3d( 0.0,-RADIUS, 0.0 );
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glEnd();
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#undef RADIUS
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}
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@ -855,22 +862,17 @@ void FGAPIENTRY glutSolidOctahedron( void )
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#define RADIUS 1.0f
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glBegin( GL_TRIANGLES );
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glNormal3d( 0.577350269189, 0.577350269189, 0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS );
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glNormal3d( 0.577350269189, 0.577350269189,-0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS );
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glNormal3d( 0.577350269189,-0.577350269189, 0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS );
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glNormal3d( 0.577350269189, 0.577350269189,-0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS ); glVertex3d( 0.0, RADIUS, 0.0 );
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glNormal3d( 0.577350269189,-0.577350269189, 0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS ); glVertex3d( 0.0,-RADIUS, 0.0 );
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glNormal3d( 0.577350269189,-0.577350269189,-0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS );
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glNormal3d(-0.577350269189, 0.577350269189, 0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS );
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glNormal3d(-0.577350269189, 0.577350269189, 0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS ); glVertex3d( 0.0, RADIUS, 0.0 );
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glNormal3d(-0.577350269189, 0.577350269189,-0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS );
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glNormal3d(-0.577350269189,-0.577350269189, 0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS );
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glNormal3d(-0.577350269189,-0.577350269189,-0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS );
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glNormal3d(-0.577350269189,-0.577350269189,-0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS ); glVertex3d( 0.0,-RADIUS, 0.0 );
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glEnd();
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#undef RADIUS
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}
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/*
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*
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*/
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void FGAPIENTRY glutWireTetrahedron( void )
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{
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/* Magic Numbers: r0 = ( 1, 0, 0 )
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* r1 = ( -1/3, 2 sqrt(2) / 3, 0 )
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* r2 = ( -1/3, -sqrt(2) / 3, sqrt(6) / 3 )
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@ -881,16 +883,28 @@ void FGAPIENTRY glutWireTetrahedron( void )
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* Normals: The unit normals are simply the negative of the coordinates of the point not on the surface.
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*/
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double r0[3] = { 1.0, 0.0, 0.0 } ;
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double r1[3] = { -0.333333333333, 0.942809041582, 0.0 } ;
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double r2[3] = { -0.333333333333, -0.471404520791, 0.816496580928 } ;
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double r3[3] = { -0.333333333333, -0.471404520791, -0.816496580928 } ;
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#define NUM_TETR_FACES 4
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static GLdouble tet_r[4][3] = { { 1.0, 0.0, 0.0 },
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{ -0.333333333333, 0.942809041582, 0.0 },
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{ -0.333333333333, -0.471404520791, 0.816496580928 },
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{ -0.333333333333, -0.471404520791, -0.816496580928 } } ;
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static GLint tet_i[4][3] = /* Vertex indices */
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{
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{ 1, 3, 2 }, { 0, 2, 3 }, { 0, 3, 1 }, { 0, 1, 2 }
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} ;
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/*
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*
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*/
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void FGAPIENTRY glutWireTetrahedron( void )
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{
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glBegin( GL_LINE_LOOP ) ;
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glNormal3d ( -1.0, 0.0, 0.0 ) ; glVertex3dv ( r1 ) ; glVertex3dv ( r3 ) ; glVertex3dv ( r2 ) ;
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glNormal3d ( 0.333333333333, -0.942809041582, 0.0 ) ; glVertex3dv ( r0 ) ; glVertex3dv ( r2 ) ; glVertex3dv ( r3 ) ;
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glNormal3d ( 0.333333333333, 0.471404520791, -0.816496580928 ) ; glVertex3dv ( r0 ) ; glVertex3dv ( r3 ) ; glVertex3dv ( r1 ) ;
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glNormal3d ( 0.333333333333, 0.471404520791, 0.816496580928 ) ; glVertex3dv ( r0 ) ; glVertex3dv ( r1 ) ; glVertex3dv ( r2 ) ;
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glNormal3d ( -tet_r[0][0], -tet_r[0][1], -tet_r[0][2] ) ; glVertex3dv ( tet_r[1] ) ; glVertex3dv ( tet_r[3] ) ; glVertex3dv ( tet_r[2] ) ;
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glNormal3d ( -tet_r[1][0], -tet_r[1][1], -tet_r[1][2] ) ; glVertex3dv ( tet_r[0] ) ; glVertex3dv ( tet_r[2] ) ; glVertex3dv ( tet_r[3] ) ;
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glNormal3d ( -tet_r[2][0], -tet_r[2][1], -tet_r[2][2] ) ; glVertex3dv ( tet_r[0] ) ; glVertex3dv ( tet_r[3] ) ; glVertex3dv ( tet_r[1] ) ;
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glNormal3d ( -tet_r[3][0], -tet_r[3][1], -tet_r[3][2] ) ; glVertex3dv ( tet_r[0] ) ; glVertex3dv ( tet_r[1] ) ; glVertex3dv ( tet_r[2] ) ;
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glEnd() ;
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}
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@ -899,26 +913,11 @@ void FGAPIENTRY glutWireTetrahedron( void )
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*/
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void FGAPIENTRY glutSolidTetrahedron( void )
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{
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/* Magic Numbers: r0 = ( 1, 0, 0 )
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* r1 = ( -1/3, 2 sqrt(2) / 3, 0 )
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* r2 = ( -1/3, -sqrt(2) / 3, sqrt(6) / 3 )
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* r3 = ( -1/3, -sqrt(2) / 3, -sqrt(6) / 3 )
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* |r0| = |r1| = |r2| = |r3| = 1
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* Distance between any two points is 2 sqrt(6) / 3
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*
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* Normals: The unit normals are simply the negative of the coordinates of the point not on the surface.
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*/
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double r0[3] = { 1.0, 0.0, 0.0 } ;
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double r1[3] = { -0.333333333333, 0.942809041582, 0.0 } ;
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double r2[3] = { -0.333333333333, -0.471404520791, 0.816496580928 } ;
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double r3[3] = { -0.333333333333, -0.471404520791, -0.816496580928 } ;
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glBegin( GL_TRIANGLES ) ;
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glNormal3d ( -1.0, 0.0, 0.0 ) ; glVertex3dv ( r1 ) ; glVertex3dv ( r3 ) ; glVertex3dv ( r2 ) ;
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glNormal3d ( 0.333333333333, -0.942809041582, 0.0 ) ; glVertex3dv ( r0 ) ; glVertex3dv ( r2 ) ; glVertex3dv ( r3 ) ;
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glNormal3d ( 0.333333333333, 0.471404520791, -0.816496580928 ) ; glVertex3dv ( r0 ) ; glVertex3dv ( r3 ) ; glVertex3dv ( r1 ) ;
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glNormal3d ( 0.333333333333, 0.471404520791, 0.816496580928 ) ; glVertex3dv ( r0 ) ; glVertex3dv ( r1 ) ; glVertex3dv ( r2 ) ;
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glNormal3d ( -tet_r[0][0], -tet_r[0][1], -tet_r[0][2] ) ; glVertex3dv ( tet_r[1] ) ; glVertex3dv ( tet_r[3] ) ; glVertex3dv ( tet_r[2] ) ;
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glNormal3d ( -tet_r[1][0], -tet_r[1][1], -tet_r[1][2] ) ; glVertex3dv ( tet_r[0] ) ; glVertex3dv ( tet_r[2] ) ; glVertex3dv ( tet_r[3] ) ;
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glNormal3d ( -tet_r[2][0], -tet_r[2][1], -tet_r[2][2] ) ; glVertex3dv ( tet_r[0] ) ; glVertex3dv ( tet_r[3] ) ; glVertex3dv ( tet_r[1] ) ;
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glNormal3d ( -tet_r[3][0], -tet_r[3][1], -tet_r[3][2] ) ; glVertex3dv ( tet_r[0] ) ; glVertex3dv ( tet_r[1] ) ; glVertex3dv ( tet_r[2] ) ;
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glEnd() ;
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}
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@ -1027,29 +1026,6 @@ void FGAPIENTRY glutSolidRhombicDodecahedron( void )
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glEnd () ;
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}
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#define NUM_FACES 4
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static GLdouble tetrahedron_v[4][3] = /* Vertices */
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{
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{ -0.5, -0.288675134595, -0.144337567297 },
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{ 0.5, -0.288675134595, -0.144337567297 },
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{ 0.0, 0.577350269189, -0.144337567297 },
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{ 0.0, 0.0, 0.672159013631 }
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} ;
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static GLint tetrahedron_i[4][3] = /* Vertex indices */
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{
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{ 0, 1, 2 }, { 0, 2, 3 }, { 0, 3, 1 }, { 1, 3, 2 }
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} ;
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static GLdouble tetrahedron_n[4][3] = /* Normals */
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{
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{ 0.0, 0.0, -1.0 },
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{ -0.816496580928, 0.471404520791, 0.333333333333 },
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{ 0.0, -0.942809041582, 0.333333333333 },
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{ 0.816496580928, 0.471404520791, 0.333333333333 }
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} ;
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void FGAPIENTRY glutWireSierpinskiSponge ( int num_levels, GLdouble offset[3], GLdouble scale )
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{
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int i, j ;
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@ -1057,15 +1033,15 @@ void FGAPIENTRY glutWireSierpinskiSponge ( int num_levels, GLdouble offset[3], G
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if ( num_levels == 0 )
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{
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for ( i = 0 ; i < NUM_FACES ; i++ )
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for ( i = 0 ; i < NUM_TETR_FACES ; i++ )
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{
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glBegin ( GL_LINE_LOOP ) ;
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glNormal3dv ( tetrahedron_n[i] ) ;
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glNormal3d ( -tet_r[i][0], -tet_r[i][1], -tet_r[i][2] ) ;
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for ( j = 0; j < 3; j++ )
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{
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double x = offset[0] + scale * tetrahedron_v[tetrahedron_i[i][j]][0] ;
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double y = offset[1] + scale * tetrahedron_v[tetrahedron_i[i][j]][1] ;
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double z = offset[2] + scale * tetrahedron_v[tetrahedron_i[i][j]][2] ;
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double x = offset[0] + scale * tet_r[tet_i[i][j]][0] ;
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double y = offset[1] + scale * tet_r[tet_i[i][j]][1] ;
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double z = offset[2] + scale * tet_r[tet_i[i][j]][2] ;
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glVertex3d ( x, y, z ) ;
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}
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@ -1077,20 +1053,15 @@ void FGAPIENTRY glutWireSierpinskiSponge ( int num_levels, GLdouble offset[3], G
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GLdouble local_offset[3] ; /* Use a local variable to avoid buildup of roundoff errors */
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num_levels -- ;
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scale /= 2.0 ;
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local_offset[0] = offset[0] + scale * tetrahedron_v[0][0] ;
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local_offset[1] = offset[1] + scale * tetrahedron_v[0][1] ;
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local_offset[2] = offset[2] + scale * tetrahedron_v[0][2] ;
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glutWireSierpinskiSponge ( num_levels, local_offset, scale ) ;
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local_offset[0] += scale ;
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glutWireSierpinskiSponge ( num_levels, local_offset, scale ) ;
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local_offset[0] -= 0.5 * scale ;
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local_offset[1] += 0.866025403784 * scale ;
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glutWireSierpinskiSponge ( num_levels, local_offset, scale ) ;
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local_offset[1] -= 0.577350269189 * scale ;
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local_offset[2] += 0.816496580928 * scale ;
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for ( i = 0 ; i < NUM_TETR_FACES ; i++ )
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{
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local_offset[0] = offset[0] + scale * tet_r[i][0] ;
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local_offset[1] = offset[1] + scale * tet_r[i][1] ;
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local_offset[2] = offset[2] + scale * tet_r[i][2] ;
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glutWireSierpinskiSponge ( num_levels, local_offset, scale ) ;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void FGAPIENTRY glutSolidSierpinskiSponge ( int num_levels, GLdouble offset[3], GLdouble scale )
|
||||
{
|
||||
@ -1100,14 +1071,14 @@ void FGAPIENTRY glutSolidSierpinskiSponge ( int num_levels, GLdouble offset[3],
|
||||
{
|
||||
glBegin ( GL_TRIANGLES ) ;
|
||||
|
||||
for ( i = 0 ; i < NUM_FACES ; i++ )
|
||||
for ( i = 0 ; i < NUM_TETR_FACES ; i++ )
|
||||
{
|
||||
glNormal3dv ( tetrahedron_n[i] ) ;
|
||||
glNormal3d ( -tet_r[i][0], -tet_r[i][1], -tet_r[i][2] ) ;
|
||||
for ( j = 0; j < 3; j++ )
|
||||
{
|
||||
double x = offset[0] + scale * tetrahedron_v[tetrahedron_i[i][j]][0] ;
|
||||
double y = offset[1] + scale * tetrahedron_v[tetrahedron_i[i][j]][1] ;
|
||||
double z = offset[2] + scale * tetrahedron_v[tetrahedron_i[i][j]][2] ;
|
||||
double x = offset[0] + scale * tet_r[tet_i[i][j]][0] ;
|
||||
double y = offset[1] + scale * tet_r[tet_i[i][j]][1] ;
|
||||
double z = offset[2] + scale * tet_r[tet_i[i][j]][2] ;
|
||||
glVertex3d ( x, y, z ) ;
|
||||
}
|
||||
}
|
||||
@ -1119,21 +1090,14 @@ void FGAPIENTRY glutSolidSierpinskiSponge ( int num_levels, GLdouble offset[3],
|
||||
GLdouble local_offset[3] ; /* Use a local variable to avoid buildup of roundoff errors */
|
||||
num_levels -- ;
|
||||
scale /= 2.0 ;
|
||||
local_offset[0] = offset[0] + scale * tetrahedron_v[0][0] ;
|
||||
local_offset[1] = offset[1] + scale * tetrahedron_v[0][1] ;
|
||||
local_offset[2] = offset[2] + scale * tetrahedron_v[0][2] ;
|
||||
glutSolidSierpinskiSponge ( num_levels, local_offset, scale ) ;
|
||||
local_offset[0] += scale ;
|
||||
glutSolidSierpinskiSponge ( num_levels, local_offset, scale ) ;
|
||||
local_offset[0] -= 0.5 * scale ;
|
||||
local_offset[1] += 0.866025403784 * scale ;
|
||||
glutSolidSierpinskiSponge ( num_levels, local_offset, scale ) ;
|
||||
local_offset[1] -= 0.577350269189 * scale ;
|
||||
local_offset[2] += 0.816496580928 * scale ;
|
||||
for ( i = 0 ; i < NUM_TETR_FACES ; i++ )
|
||||
{
|
||||
local_offset[0] = offset[0] + scale * tet_r[i][0] ;
|
||||
local_offset[1] = offset[1] + scale * tet_r[i][1] ;
|
||||
local_offset[2] = offset[2] + scale * tet_r[i][2] ;
|
||||
glutSolidSierpinskiSponge ( num_levels, local_offset, scale ) ;
|
||||
}
|
||||
}
|
||||
|
||||
#undef NUM_FACES
|
||||
}
|
||||
|
||||
/*** END OF FILE ***/
|
||||
|
@ -230,13 +230,13 @@ void fgDeinitialize( void )
|
||||
|
||||
fgDestroyStructure( );
|
||||
|
||||
while( (timer = fgState.Timers.First) )
|
||||
while( timer = fgState.Timers.First )
|
||||
{
|
||||
fgListRemove( &fgState.Timers, &timer->Node );
|
||||
free( timer );
|
||||
}
|
||||
|
||||
while( (timer = fgState.FreeTimers.First) )
|
||||
while( timer = fgState.FreeTimers.First )
|
||||
{
|
||||
fgListRemove( &fgState.FreeTimers, &timer->Node );
|
||||
free( timer );
|
||||
@ -268,7 +268,7 @@ void fgDeinitialize( void )
|
||||
fgState.ActionOnWindowClose = GLUT_ACTION_EXIT;
|
||||
fgState.ExecState = GLUT_EXEC_STATE_INIT;
|
||||
|
||||
fgState.KeyRepeat = GL_FALSE;
|
||||
fgState.KeyRepeat = GL_TRUE;
|
||||
fgState.Modifiers = 0xffffffff;
|
||||
|
||||
fgState.GameModeSize.X = 640;
|
||||
|
Reference in New Issue
Block a user