- glBegin( GL_LINE_LOOP );
- glNormal3d( sinNormal * vertices[(j+0)*2+0], sinNormal * vertices[(j+0)*2+1], cosNormal ) ;
- glVertex3d( vertices[(j+0)*2+0] * scl_a, vertices[(j+0)*2+1] * scl_a, alt_a );
- glNormal3d( sinNormal * vertices[(j+1)*2+0], sinNormal * vertices[(j+1)*2+1], cosNormal ) ;
- glVertex3d( vertices[(j+1)*2+0] * scl_a, vertices[(j+1)*2+1] * scl_a, alt_a );
- glNormal3d( sinNormal * vertices[(j+0)*2+0], sinNormal * vertices[(j+0)*2+1], cosNormal ) ;
- glVertex3d( vertices[(j+0)*2+0] * scl_b, vertices[(j+0)*2+1] * scl_b, alt_b );
- glEnd();
-
- glBegin( GL_LINE_LOOP );
- glNormal3d( sinNormal * vertices[(j+0)*2+0], sinNormal * vertices[(j+0)*2+1], cosNormal ) ;
- glVertex3d( vertices[(j+0)*2+0] * scl_b, vertices[(j+0)*2+1] * scl_b, alt_b );
- glNormal3d( sinNormal * vertices[(j+1)*2+0], sinNormal * vertices[(j+1)*2+1], cosNormal ) ;
- glVertex3d( vertices[(j+1)*2+0] * scl_b, vertices[(j+1)*2+1] * scl_b, alt_b );
- glVertex3d( vertices[(j+1)*2+0] * scl_a, vertices[(j+1)*2+1] * scl_a, alt_a );
- glEnd();
+ glBegin(GL_LINE_LOOP);
+
+ for( j=0; j<slices; j++ )
+ {
+ glNormal3d(cost[j]*sinn, sint[j]*sinn, cosn);
+ glVertex3d(cost[j]*r, sint[j]*r, z );
+ }
+
+ glEnd();
+
+ z += zStep;
+ r -= rStep;