Replaced tab by 4 spaces and adjust text
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17 changed files with 2733 additions and 2731 deletions
374
src/shapes.c
374
src/shapes.c
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@ -1,32 +1,32 @@
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/*********************************************************************************************
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*
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* raylib.shapes
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* raylib.shapes
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*
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* Basic functions to draw 2d Shapes
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*
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* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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* Basic functions to draw 2d Shapes
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*
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* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#include "raylib.h"
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#include <GL/gl.h> // OpenGL functions
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#include <math.h> // Math related functions, sin() and cos() used on DrawCircle*
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#include <GL/gl.h> // OpenGL functions
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#include <math.h> // Math related functions, sin() and cos() used on DrawCircle*
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//----------------------------------------------------------------------------------
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// Defines and Macros
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@ -55,78 +55,78 @@
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// Draw a pixel
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void DrawPixel(int posX, int posY, Color color)
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{
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glBegin(GL_POINTS);
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glColor4ub(color.r, color.g, color.b, color.a);
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glVertex2i(posX, posY);
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glEnd();
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// NOTE: Alternative method to draw a pixel (point)
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glBegin(GL_POINTS);
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glColor4ub(color.r, color.g, color.b, color.a);
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glVertex2i(posX, posY);
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glEnd();
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// NOTE: Alternative method to draw a pixel (point)
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/*
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glEnable(GL_POINT_SMOOTH);
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glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); // Deprecated on OGL 3.0
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glPointSize(1.0f);
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glPoint((float)posX, (float)posY, 0.0f);
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glEnable(GL_POINT_SMOOTH);
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glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); // Deprecated on OGL 3.0
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glPointSize(1.0f);
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glPoint((float)posX, (float)posY, 0.0f);
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*/
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}
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// Draw a pixel (Vector version)
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void DrawPixelV(Vector2 position, Color color)
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{
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glBegin(GL_POINTS);
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glColor4ub(color.r, color.g, color.b, color.a);
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glVertex2f(position.x, position.y);
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glEnd();
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glBegin(GL_POINTS);
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glColor4ub(color.r, color.g, color.b, color.a);
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glVertex2f(position.x, position.y);
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glEnd();
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}
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// Draw a line
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void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color)
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{
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glBegin(GL_LINES);
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glColor4ub(color.r, color.g, color.b, color.a);
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glVertex2i(startPosX, startPosY);
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glVertex2i(endPosX, endPosY);
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glEnd();
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glBegin(GL_LINES);
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glColor4ub(color.r, color.g, color.b, color.a);
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glVertex2i(startPosX, startPosY);
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glVertex2i(endPosX, endPosY);
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glEnd();
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}
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// Draw a line (Vector version)
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void DrawLineV(Vector2 startPos, Vector2 endPos, Color color)
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{
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glBegin(GL_LINES);
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glColor4ub(color.r, color.g, color.b, color.a);
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glVertex2f(startPos.x, startPos.y);
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glVertex2f(endPos.x, endPos.y);
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glEnd();
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glBegin(GL_LINES);
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glColor4ub(color.r, color.g, color.b, color.a);
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glVertex2f(startPos.x, startPos.y);
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glVertex2f(endPos.x, endPos.y);
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glEnd();
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}
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// Draw a color-filled circle
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void DrawCircle(int centerX, int centerY, float radius, Color color)
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{
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glEnable(GL_POLYGON_SMOOTH);
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glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
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glBegin(GL_TRIANGLE_FAN);
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glColor4ub(color.r, color.g, color.b, color.a);
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glVertex2i(centerX, centerY);
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glEnable(GL_POLYGON_SMOOTH);
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glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
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glBegin(GL_TRIANGLE_FAN);
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glColor4ub(color.r, color.g, color.b, color.a);
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glVertex2i(centerX, centerY);
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for (int i=0; i <= 360; i++) //i++ --> Step = 1.0 pixels
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{
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float degInRad = i*DEG2RAD;
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//glVertex2f(cos(degInRad)*radius,sin(degInRad)*radius);
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for (int i=0; i <= 360; i++) //i++ --> Step = 1.0 pixels
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{
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float degInRad = i*DEG2RAD;
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//glVertex2f(cos(degInRad)*radius,sin(degInRad)*radius);
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glVertex2f(centerX + sin(degInRad) * radius, centerY + cos(degInRad) * radius);
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}
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glEnd();
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glDisable(GL_POLYGON_SMOOTH);
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// NOTE: Alternative method to draw a circle (point)
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glVertex2f(centerX + sin(degInRad) * radius, centerY + cos(degInRad) * radius);
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}
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glEnd();
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glDisable(GL_POLYGON_SMOOTH);
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// NOTE: Alternative method to draw a circle (point)
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/*
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glEnable(GL_POINT_SMOOTH);
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glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); // Deprecated on OGL 3.0
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glPointSize(radius);
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glPoint((float)centerX, (float)centerY, 0.0f);
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glEnable(GL_POINT_SMOOTH);
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glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); // Deprecated on OGL 3.0
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glPointSize(radius);
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glPoint((float)centerX, (float)centerY, 0.0f);
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*/
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}
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// NOTE: Gradient goes from center (color1) to border (color2)
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void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2)
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{
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glBegin(GL_TRIANGLE_FAN);
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glColor4ub(color1.r, color1.g, color1.b, color1.a);
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glVertex2i(centerX, centerY);
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glColor4ub(color2.r, color2.g, color2.b, color2.a);
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for (int i=0; i <= 360; i++) //i++ --> Step = 1.0 pixels
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{
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glVertex2f(centerX + sin(DEG2RAD*i) * radius, centerY + cos(DEG2RAD*i) * radius);
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}
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glEnd();
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glBegin(GL_TRIANGLE_FAN);
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glColor4ub(color1.r, color1.g, color1.b, color1.a);
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glVertex2i(centerX, centerY);
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glColor4ub(color2.r, color2.g, color2.b, color2.a);
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for (int i=0; i <= 360; i++) //i++ --> Step = 1.0 pixels
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{
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glVertex2f(centerX + sin(DEG2RAD*i) * radius, centerY + cos(DEG2RAD*i) * radius);
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}
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glEnd();
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}
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// Draw a color-filled circle (Vector version)
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void DrawCircleV(Vector2 center, float radius, Color color)
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{
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glEnable(GL_POLYGON_SMOOTH);
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glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
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glBegin(GL_TRIANGLE_FAN);
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glColor4ub(color.r, color.g, color.b, color.a);
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glVertex2f(center.x, center.y);
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glEnable(GL_POLYGON_SMOOTH);
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glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
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glBegin(GL_TRIANGLE_FAN);
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glColor4ub(color.r, color.g, color.b, color.a);
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glVertex2f(center.x, center.y);
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for (int i=0; i <= 360; i++) //i++ --> Step = 1.0 pixels
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{
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glVertex2f(center.x + sin(DEG2RAD*i) * radius, center.y + cos(DEG2RAD*i) * radius);
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}
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glEnd();
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glDisable(GL_POLYGON_SMOOTH);
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for (int i=0; i <= 360; i++) //i++ --> Step = 1.0 pixels
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{
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glVertex2f(center.x + sin(DEG2RAD*i) * radius, center.y + cos(DEG2RAD*i) * radius);
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}
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glEnd();
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glDisable(GL_POLYGON_SMOOTH);
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}
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// Draw circle outline
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void DrawCircleLines(int centerX, int centerY, float radius, Color color)
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{
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glEnable(GL_LINE_SMOOTH); // Smoothies circle outline (anti-aliasing applied)
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glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); // Best quality for line smooth (anti-aliasing best algorithm)
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glBegin(GL_LINE_LOOP);
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glColor4ub(color.r, color.g, color.b, color.a);
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// NOTE: Circle outline is drawn pixel by pixel every degree (0 to 360)
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for (int i=0; i < 360; i++)
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{
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glVertex2f(centerX + sin(DEG2RAD*i) * radius, centerY + cos(DEG2RAD*i) * radius);
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}
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glEnable(GL_LINE_SMOOTH); // Smoothies circle outline (anti-aliasing applied)
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glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); // Best quality for line smooth (anti-aliasing best algorithm)
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glBegin(GL_LINE_LOOP);
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glColor4ub(color.r, color.g, color.b, color.a);
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// NOTE: Circle outline is drawn pixel by pixel every degree (0 to 360)
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for (int i=0; i < 360; i++)
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{
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glVertex2f(centerX + sin(DEG2RAD*i) * radius, centerY + cos(DEG2RAD*i) * radius);
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}
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glEnd();
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// NOTE: Alternative method to draw circle outline
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/*
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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DrawCircle(centerX, centerY, radius, color);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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DrawCircle(centerX, centerY, radius, color);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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*/
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glDisable(GL_LINE_SMOOTH);
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}
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// Draw a color-filled rectangle
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void DrawRectangle(int posX, int posY, int width, int height, Color color)
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{
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glBegin(GL_QUADS);
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glColor4ub(color.r, color.g, color.b, color.a);
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glVertex2i(posX, posY);
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glVertex2i(posX + width, posY);
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glVertex2i(posX + width, posY + height);
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glVertex2i(posX, posY + height);
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glEnd();
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glBegin(GL_QUADS);
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glColor4ub(color.r, color.g, color.b, color.a);
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glVertex2i(posX, posY);
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glVertex2i(posX + width, posY);
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glVertex2i(posX + width, posY + height);
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glVertex2i(posX, posY + height);
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glEnd();
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}
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// Draw a color-filled rectangle
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void DrawRectangleRec(Rectangle rec, Color color)
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{
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DrawRectangle(rec.x, rec.y, rec.width, rec.height, color);
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}
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DrawRectangle(rec.x, rec.y, rec.width, rec.height, color);
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}
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// Draw a gradient-filled rectangle
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// NOTE: Gradient goes from bottom (color1) to top (color2)
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void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2)
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{
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glBegin(GL_QUADS);
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glColor4ub(color1.r, color1.g, color1.b, color1.a);
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glVertex2i(posX, posY);
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glVertex2i(posX + width, posY);
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glColor4ub(color2.r, color2.g, color2.b, color2.a);
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glVertex2i(posX + width, posY + height);
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glVertex2i(posX, posY + height);
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glEnd();
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glBegin(GL_QUADS);
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glColor4ub(color1.r, color1.g, color1.b, color1.a);
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glVertex2i(posX, posY);
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glVertex2i(posX + width, posY);
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glColor4ub(color2.r, color2.g, color2.b, color2.a);
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glVertex2i(posX + width, posY + height);
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glVertex2i(posX, posY + height);
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glEnd();
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}
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// Draw a color-filled rectangle (Vector version)
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void DrawRectangleV(Vector2 position, Vector2 size, Color color)
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{
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glBegin(GL_QUADS);
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glColor4ub(color.r, color.g, color.b, color.a);
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glVertex2i(position.x, position.y);
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glVertex2i(position.x + size.x, position.y);
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glVertex2i(position.x + size.x, position.y + size.y);
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glVertex2i(position.x, position.y + size.y);
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glEnd();
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glBegin(GL_QUADS);
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glColor4ub(color.r, color.g, color.b, color.a);
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glVertex2i(position.x, position.y);
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glVertex2i(position.x + size.x, position.y);
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glVertex2i(position.x + size.x, position.y + size.y);
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glVertex2i(position.x, position.y + size.y);
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glEnd();
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}
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// Draw rectangle outline
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void DrawRectangleLines(int posX, int posY, int width, int height, Color color)
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{
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//glEnable(GL_LINE_SMOOTH); // Smoothies circle outline (anti-aliasing applied)
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//glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); // Best quality for line smooth (anti-aliasing best algorithm)
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// NOTE: Lines are rasterized using the "Diamond Exit" rule so, it's nearly impossible to obtain a pixel-perfect engine
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// NOTE: Recommended trying to avoid using lines, at least >1.0f pixel lines with anti-aliasing (glLineWidth function)
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//glEnable(GL_LINE_SMOOTH); // Smoothies circle outline (anti-aliasing applied)
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//glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); // Best quality for line smooth (anti-aliasing best algorithm)
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// NOTE: Lines are rasterized using the "Diamond Exit" rule so, it's nearly impossible to obtain a pixel-perfect engine
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// NOTE: Recommended trying to avoid using lines, at least >1.0f pixel lines with anti-aliasing (glLineWidth function)
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glBegin(GL_LINE_LOOP);
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glColor4ub(color.r, color.g, color.b, color.a);
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glVertex2i(posX, posY);
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glVertex2i(posX + width - 1, posY);
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glVertex2i(posX + width - 1, posY + height - 1);
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glVertex2i(posX, posY + height - 1);
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glEnd();
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glBegin(GL_LINE_LOOP);
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glColor4ub(color.r, color.g, color.b, color.a);
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glVertex2i(posX, posY);
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glVertex2i(posX + width - 1, posY);
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glVertex2i(posX + width - 1, posY + height - 1);
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glVertex2i(posX, posY + height - 1);
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glEnd();
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// NOTE: Alternative method to draw rectangle outline
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/*
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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DrawRectangle(posX, posY, width - 1, height - 1, color);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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DrawRectangle(posX, posY, width - 1, height - 1, color);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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*/
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//glDisable(GL_LINE_SMOOTH);
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//glDisable(GL_LINE_SMOOTH);
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}
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// Draw a triangle
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void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
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{
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glBegin(GL_TRIANGLES);
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glColor4ub(color.r, color.g, color.b, color.a);
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glVertex2f(v1.x, v1.y);
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glVertex2f(v2.x, v2.y);
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glVertex2f(v3.x, v3.y);
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glEnd();
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glBegin(GL_TRIANGLES);
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glColor4ub(color.r, color.g, color.b, color.a);
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glVertex2f(v1.x, v1.y);
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glVertex2f(v2.x, v2.y);
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glVertex2f(v3.x, v3.y);
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glEnd();
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}
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void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
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{
|
||||
glBegin(GL_LINE_LOOP);
|
||||
glColor4ub(color.r, color.g, color.b, color.a);
|
||||
glVertex2f(v1.x, v1.y);
|
||||
glVertex2f(v2.x, v2.y);
|
||||
glVertex2f(v3.x, v3.y);
|
||||
glEnd();
|
||||
glBegin(GL_LINE_LOOP);
|
||||
glColor4ub(color.r, color.g, color.b, color.a);
|
||||
glVertex2f(v1.x, v1.y);
|
||||
glVertex2f(v2.x, v2.y);
|
||||
glVertex2f(v3.x, v3.y);
|
||||
glEnd();
|
||||
}
|
||||
|
||||
// Draw a closed polygon defined by points
|
||||
// NOTE: Array num elements MUST be passed as parameter to function
|
||||
void DrawPoly(Vector2 *points, int numPoints, Color color)
|
||||
{
|
||||
if (numPoints >= 3)
|
||||
{
|
||||
glEnable(GL_POLYGON_SMOOTH);
|
||||
glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
|
||||
|
||||
glBegin(GL_POLYGON);
|
||||
glColor4ub(color.r, color.g, color.b, color.a);
|
||||
|
||||
for (int i = 0; i < numPoints; i++)
|
||||
{
|
||||
glVertex2f(points[i].x, points[i].y);
|
||||
}
|
||||
glEnd();
|
||||
|
||||
glDisable(GL_POLYGON_SMOOTH);
|
||||
}
|
||||
if (numPoints >= 3)
|
||||
{
|
||||
glEnable(GL_POLYGON_SMOOTH);
|
||||
glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
|
||||
|
||||
glBegin(GL_POLYGON);
|
||||
glColor4ub(color.r, color.g, color.b, color.a);
|
||||
|
||||
for (int i = 0; i < numPoints; i++)
|
||||
{
|
||||
glVertex2f(points[i].x, points[i].y);
|
||||
}
|
||||
glEnd();
|
||||
|
||||
glDisable(GL_POLYGON_SMOOTH);
|
||||
}
|
||||
}
|
||||
|
||||
// Draw polygon lines
|
||||
// NOTE: Array num elements MUST be passed as parameter to function
|
||||
// NOTE: Array num elements MUST be passed as parameter to function
|
||||
void DrawPolyLine(Vector2 *points, int numPoints, Color color)
|
||||
{
|
||||
if (numPoints >= 2)
|
||||
{
|
||||
//glEnable(GL_LINE_SMOOTH); // Smoothies circle outline (anti-aliasing applied)
|
||||
//glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); // Best quality for line smooth (anti-aliasing best algorithm)
|
||||
|
||||
glBegin(GL_LINE_LOOP);
|
||||
glColor4ub(color.r, color.g, color.b, color.a);
|
||||
|
||||
for (int i = 0; i < numPoints; i++)
|
||||
{
|
||||
glVertex2f(points[i].x, points[i].y);
|
||||
}
|
||||
glEnd();
|
||||
|
||||
//glDisable(GL_LINE_SMOOTH);
|
||||
}
|
||||
}
|
||||
if (numPoints >= 2)
|
||||
{
|
||||
//glEnable(GL_LINE_SMOOTH); // Smoothies circle outline (anti-aliasing applied)
|
||||
//glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); // Best quality for line smooth (anti-aliasing best algorithm)
|
||||
|
||||
glBegin(GL_LINE_LOOP);
|
||||
glColor4ub(color.r, color.g, color.b, color.a);
|
||||
|
||||
for (int i = 0; i < numPoints; i++)
|
||||
{
|
||||
glVertex2f(points[i].x, points[i].y);
|
||||
}
|
||||
glEnd();
|
||||
|
||||
//glDisable(GL_LINE_SMOOTH);
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue