*/
void FGAPIENTRY glutWireCube( GLdouble dSize )
{
- float size = (float) dSize * 0.5f;
+ double size = dSize * 0.5;
-# define V(a,b,c) glVertex3f( a size, b size, c size );
-# define N(a,b,c) glNormal3f( a, b, c );
+# define V(a,b,c) glVertex3d( a size, b size, c size );
+# define N(a,b,c) glNormal3d( a, b, c );
/*
* PWO: I dared to convert the code to use macros...
*/
void FGAPIENTRY glutSolidCube( GLdouble dSize )
{
- float size = (float) dSize * 0.5f;
+ double size = dSize * 0.5;
-# define V(a,b,c) glVertex3f( a size, b size, c size );
-# define N(a,b,c) glNormal3f( a, b, c );
+# define V(a,b,c) glVertex3d( a size, b size, c size );
+# define N(a,b,c) glNormal3d( a, b, c );
/*
* PWO: Again, I dared to convert the code to use macros...
*/
void FGAPIENTRY glutWireSphere( GLdouble dRadius, GLint slices, GLint stacks )
{
- float radius = (float) dRadius, phi, psi, dpsi, dphi;
- float* vertex;
+ double radius = dRadius, phi, psi, dpsi, dphi;
+ double *vertex;
int i, j;
- float cphi, sphi, cpsi, spsi ;
+ double cphi, sphi, cpsi, spsi ;
/*
* Allocate the vertices array
*/
- vertex = calloc( sizeof(float), 3 * slices * (stacks - 1) );
+ vertex = calloc( sizeof(double), 3 * slices * (stacks - 1) );
glPushMatrix();
- glScalef( radius, radius, radius );
+ glScaled( radius, radius, radius );
dpsi = M_PI / (stacks + 1);
dphi = 2 * M_PI / slices;
for( j=0; j<stacks-1; j++ )
{
- cpsi = (float)cos ( psi ) ;
- spsi = (float)sin ( psi ) ;
- phi = 0;
+ cpsi = cos ( psi ) ;
+ spsi = sin ( psi ) ;
+ phi = 0.0;
for( i=0; i<slices; i++ )
{
int offset = 3 * ( j * slices + i ) ;
- cphi = (float)cos ( phi ) ;
- sphi = (float)sin ( phi ) ;
+ cphi = cos ( phi ) ;
+ sphi = sin ( phi ) ;
*(vertex + offset + 0) = sphi * spsi ;
*(vertex + offset + 1) = cphi * spsi ;
*(vertex + offset + 2) = cpsi ;
for( i=0; i<slices; i++ )
{
glBegin( GL_LINE_STRIP );
- glNormal3f( 0, 0, 1 );
- glVertex3f( 0, 0, 1 );
+ glNormal3d( 0, 0, 1 );
+ glVertex3d( 0, 0, 1 );
for( j=0; j<stacks - 1; j++ )
{
int offset = 3 * ( j * slices + i ) ;
- glNormal3fv( vertex + offset );
- glVertex3fv( vertex + offset );
+ glNormal3dv( vertex + offset );
+ glVertex3dv( vertex + offset );
}
- glNormal3f(0, 0, -1);
- glVertex3f(0, 0, -1);
+ glNormal3d(0, 0, -1);
+ glVertex3d(0, 0, -1);
glEnd();
}
for( i=0; i<slices; i++ )
{
int offset = 3 * ( j * slices + i ) ;
- glNormal3fv( vertex + offset );
- glVertex3fv( vertex + offset );
+ glNormal3dv( vertex + offset );
+ glVertex3dv( vertex + offset );
}
glEnd();
*/
void FGAPIENTRY glutSolidSphere( GLdouble dRadius, GLint slices, GLint stacks )
{
- float radius = (float) dRadius, phi, psi, dpsi, dphi;
- float *next, *tmp, *row;
+ double radius = dRadius, phi, psi, dpsi, dphi;
+ double *next, *tmp, *row;
int i, j;
- float cphi, sphi, cpsi, spsi ;
+ double cphi, sphi, cpsi, spsi ;
glPushMatrix();
/* glScalef( radius, radius, radius ); */
- row = calloc( sizeof(float), slices * 3 );
- next = calloc( sizeof(float), slices * 3 );
+ row = calloc( sizeof(double), slices * 3 );
+ next = calloc( sizeof(double), slices * 3 );
dpsi = M_PI / (stacks + 1);
dphi = 2 * M_PI / slices;
/* init first line + do polar cap */
glBegin( GL_TRIANGLE_FAN );
- glNormal3f( 0, 0, 1 );
- glVertex3f( 0, 0, radius );
+ glNormal3d( 0.0, 0.0, 1.0 );
+ glVertex3d( 0.0, 0.0, radius );
for( i=0; i<slices; i++ )
{
row[ i * 3 + 1 ] = cos( phi ) * sin( psi );
row[ i * 3 + 2 ] = cos( psi );
- glNormal3fv( row + 3 * i );
- glVertex3f(
+ glNormal3dv( row + 3 * i );
+ glVertex3d(
radius * *(row + 3 * i + 0),
radius * *(row + 3 * i + 1),
- radius * *(row + 3 * i + 2)
+ radius * *(row + 3 * i + 2)
);
phi += dphi;
}
- glNormal3fv( row );
- glVertex3f( radius * *(row + 0), radius * *(row + 1), radius * *(row + 2) );
+ glNormal3dv( row );
+ glVertex3d( radius * *(row + 0), radius * *(row + 1), radius * *(row + 2) );
glEnd();
for( j=0; j<stacks-1; j++ )
{
- phi = 0;
+ phi = 0.0;
psi += dpsi;
- cpsi = (float)cos ( psi ) ;
- spsi = (float)sin ( psi ) ;
+ cpsi = cos ( psi ) ;
+ spsi = sin ( psi ) ;
/* get coords */
glBegin( GL_QUAD_STRIP );
/* glBegin(GL_LINE_LOOP); */
for( i=0; i<slices; i++ )
{
- cphi = (float)cos ( phi ) ;
- sphi = (float)sin ( phi ) ;
+ cphi = cos ( phi ) ;
+ sphi = sin ( phi ) ;
next[ i * 3 + 0 ] = sphi * spsi ;
next[ i * 3 + 1 ] = cphi * spsi ;
next[ i * 3 + 2 ] = cpsi ;
- glNormal3fv( row + i * 3 );
- glVertex3f(
+ glNormal3dv( row + i * 3 );
+ glVertex3d(
radius * *(row + 3 * i + 0),
radius * *(row + 3 * i + 1),
radius * *(row + 3 * i + 2)
);
- glNormal3fv( next + i * 3 );
- glVertex3f(
+ glNormal3dv( next + i * 3 );
+ glVertex3d(
radius * *(next + 3 * i + 0),
radius * *(next + 3 * i + 1),
radius * *(next + 3 * i + 2)
phi += dphi;
}
- glNormal3fv( row );
- glVertex3f( radius * *(row + 0), radius * *(row + 1), radius * *(row + 2) );
- glNormal3fv( next );
- glVertex3f( radius * *(next + 0), radius * *(next + 1), radius * *(next + 2) );
+ glNormal3dv( row );
+ glVertex3d( radius * *(row + 0), radius * *(row + 1), radius * *(row + 2) );
+ glNormal3dv( next );
+ glVertex3d( radius * *(next + 0), radius * *(next + 1), radius * *(next + 2) );
glEnd();
tmp = row;
/* south pole */
glBegin( GL_TRIANGLE_FAN );
- glNormal3f( 0, 0, -1 );
- glVertex3f( 0, 0, -radius );
- glNormal3fv( row );
- glVertex3f( radius * *(row + 0), radius * *(row + 1), radius * *(row + 2) );
+ glNormal3d( 0.0, 0.0, -1.0 );
+ glVertex3d( 0.0, 0.0, -radius );
+ glNormal3dv( row );
+ glVertex3d( radius * *(row + 0), radius * *(row + 1), radius * *(row + 2) );
for( i=slices-1; i>=0; i-- )
{
- glNormal3fv(row + 3 * i);
- glVertex3f(
+ glNormal3dv(row + 3 * i);
+ glVertex3d(
radius * *(row + 3 * i + 0),
radius * *(row + 3 * i + 1),
- radius * *(row + 3 * i + 2)
+ radius * *(row + 3 * i + 2)
);
}
*/
void FGAPIENTRY glutWireCone( GLdouble base, GLdouble height, GLint slices, GLint stacks )
{
- float alt = (float) height / (float) (stacks + 1);
- float angle = (float) M_PI / (float) slices * 2.0f;
- float slope = (float) ( height / base );
- float sBase = (float)base ;
- float sinNormal = (float)( base / sqrt ( height * height + base * base )) ;
- float cosNormal = (float)( height / sqrt ( height * height + base * base )) ;
-
- float* vertices = NULL;
+ double alt = height / (double) (stacks + 1);
+ double angle = M_PI / (double) slices * 2.0;
+ double slope = ( height / base );
+ double sBase = base ;
+ double sinNormal = ( base / sqrt ( height * height + base * base )) ;
+ double cosNormal = ( height / sqrt ( height * height + base * base )) ;
+
+ double *vertices = NULL;
int i, j;
/*
* We need 'slices' points on a circle
*/
- vertices = calloc( sizeof(float), 2 * (slices + 1) );
+ vertices = calloc( sizeof(double), 2 * (slices + 1) );
for( j=0; j<slices+1; j++ )
{
for( j=0; j<slices; j++ )
{
glBegin( GL_LINE_LOOP );
- glNormal3f( 0, 0, -1 );
- glVertex3f( vertices[ (j+0)*2+0 ] * sBase, vertices[ (j+0)*2+1 ] * sBase, 0 );
- glVertex3f( vertices[ (j+1)*2+0 ] * sBase, vertices[ (j+1)*2+1 ] * sBase, 0 );
- glVertex3f( 0, 0, 0 );
+ glNormal3d( 0.0, 0.0, -1.0 );
+ glVertex3d( vertices[ (j+0)*2+0 ] * sBase, vertices[ (j+0)*2+1 ] * sBase, 0 );
+ glVertex3d( vertices[ (j+1)*2+0 ] * sBase, vertices[ (j+1)*2+1 ] * sBase, 0 );
+ glVertex3d( 0.0, 0.0, 0.0 );
glEnd();
}
*/
for( i=0; i<stacks; i++ )
{
- float alt_a = i * alt, alt_b = (i + 1) * alt;
- float scl_a = (height - alt_a) / slope;
- float scl_b = (height - alt_b) / slope;
+ double alt_a = i * alt, alt_b = (i + 1) * alt;
+ double scl_a = (height - alt_a) / slope;
+ double scl_b = (height - alt_b) / slope;
for( j=0; j<slices; j++ )
{
glBegin( GL_LINE_LOOP );
- glNormal3f( sinNormal * vertices[(j+0)*2+0], sinNormal * vertices[(j+0)*2+1], cosNormal ) ;
- glVertex3f( vertices[(j+0)*2+0] * scl_a, vertices[(j+0)*2+1] * scl_a, alt_a );
- glNormal3f( sinNormal * vertices[(j+1)*2+0], sinNormal * vertices[(j+1)*2+1], cosNormal ) ;
- glVertex3f( vertices[(j+1)*2+0] * scl_a, vertices[(j+1)*2+1] * scl_a, alt_a );
- glNormal3f( sinNormal * vertices[(j+0)*2+0], sinNormal * vertices[(j+0)*2+1], cosNormal ) ;
- glVertex3f( vertices[(j+0)*2+0] * scl_b, vertices[(j+0)*2+1] * scl_b, alt_b );
+ 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 );
- glNormal3f( sinNormal * vertices[(j+0)*2+0], sinNormal * vertices[(j+0)*2+1], cosNormal ) ;
- glVertex3f( vertices[(j+0)*2+0] * scl_b, vertices[(j+0)*2+1] * scl_b, alt_b );
- glNormal3f( sinNormal * vertices[(j+1)*2+0], sinNormal * vertices[(j+1)*2+1], cosNormal ) ;
- glVertex3f( vertices[(j+1)*2+0] * scl_b, vertices[(j+1)*2+1] * scl_b, alt_b );
- glVertex3f( 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 );
+ 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();
}
}
*/
for( j=0; j<slices; j++ )
{
- float scl = alt / slope;
+ double scl = alt / slope;
glBegin( GL_LINE_LOOP );
- glNormal3f( sinNormal * vertices[(j+0)*2+0], sinNormal * vertices[(j+0)*2+1], cosNormal ) ;
- glVertex3f( vertices[ (j+0)*2+0 ] * scl, vertices[ (j+0)*2+1 ] * scl, height - alt );
- glNormal3f( sinNormal * vertices[(j+1)*2+0], sinNormal * vertices[(j+1)*2+1], cosNormal ) ;
- glVertex3f( vertices[ (j+1)*2+0 ] * scl, vertices[ (j+1)*2+1 ] * scl, height - alt );
- glVertex3f( 0, 0, height );
+ glNormal3d( sinNormal * vertices[(j+0)*2+0], sinNormal * vertices[(j+0)*2+1], cosNormal ) ;
+ glVertex3d( vertices[ (j+0)*2+0 ] * scl, vertices[ (j+0)*2+1 ] * scl, height - alt );
+ glNormal3d( sinNormal * vertices[(j+1)*2+0], sinNormal * vertices[(j+1)*2+1], cosNormal ) ;
+ glVertex3d( vertices[ (j+1)*2+0 ] * scl, vertices[ (j+1)*2+1 ] * scl, height - alt );
+ glVertex3d( 0, 0, height );
glEnd();
}
}
*/
void FGAPIENTRY glutSolidCone( GLdouble base, GLdouble height, GLint slices, GLint stacks )
{
- float alt = (float) height / (float) (stacks + 1);
- float angle = (float) M_PI / (float) slices * 2.0f;
- float slope = (float) ( height / base );
- float sBase = (float)base ;
- float sinNormal = (float)( base / sqrt ( height * height + base * base )) ;
- float cosNormal = (float)( height / sqrt ( height * height + base * base )) ;
-
- float* vertices = NULL;
+ double alt = height / (double) (stacks + 1);
+ double angle = M_PI / (double) slices * 2.0f;
+ double slope = ( height / base );
+ double sBase = base ;
+ double sinNormal = ( base / sqrt ( height * height + base * base )) ;
+ double cosNormal = ( height / sqrt ( height * height + base * base )) ;
+
+ double *vertices = NULL;
int i, j;
/*
* We need 'slices' points on a circle
*/
- vertices = calloc( sizeof(float), 2 * (slices + 1) );
+ vertices = calloc( sizeof(double), 2 * (slices + 1) );
for( j=0; j<slices+1; j++ )
{
*/
for( j=0; j<slices; j++ )
{
- float scl = height / slope;
+ double scl = height / slope;
glBegin( GL_TRIANGLES );
- glNormal3f( 0, 0, -1 );
- glVertex3f( vertices[ (j+0)*2+0 ] * sBase, vertices[ (j+0)*2+1 ] * sBase, 0 );
- glVertex3f( vertices[ (j+1)*2+0 ] * sBase, vertices[ (j+1)*2+1 ] * sBase, 0 );
- glVertex3f( 0, 0, 0 );
+ glNormal3d( 0.0, 0.0, -1.0 );
+ glVertex3d( vertices[ (j+0)*2+0 ] * sBase, vertices[ (j+0)*2+1 ] * sBase, 0 );
+ glVertex3d( vertices[ (j+1)*2+0 ] * sBase, vertices[ (j+1)*2+1 ] * sBase, 0 );
+ glVertex3d( 0.0, 0.0, 0.0 );
glEnd();
}
*/
for( i=0; i<stacks; i++ )
{
- float alt_a = i * alt, alt_b = (i + 1) * alt;
- float scl_a = (height - alt_a) / slope;
- float scl_b = (height - alt_b) / slope;
+ double alt_a = i * alt, alt_b = (i + 1) * alt;
+ double scl_a = (height - alt_a) / slope;
+ double scl_b = (height - alt_b) / slope;
for( j=0; j<slices; j++ )
{
glBegin( GL_TRIANGLES );
- glNormal3f( sinNormal * vertices[(j+0)*2+0], sinNormal * vertices[(j+0)*2+1], cosNormal ) ;
- glVertex3f( vertices[(j+0)*2+0] * scl_a, vertices[(j+0)*2+1] * scl_a, alt_a );
- glNormal3f( sinNormal * vertices[(j+1)*2+0], sinNormal * vertices[(j+1)*2+1], cosNormal ) ;
- glVertex3f( vertices[(j+1)*2+0] * scl_a, vertices[(j+1)*2+1] * scl_a, alt_a );
- glNormal3f( sinNormal * vertices[(j+0)*2+0], sinNormal * vertices[(j+0)*2+1], cosNormal ) ;
- glVertex3f( vertices[(j+0)*2+0] * scl_b, vertices[(j+0)*2+1] * scl_b, alt_b );
+ 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_TRIANGLES );
- glNormal3f( sinNormal * vertices[(j+0)*2+0], sinNormal * vertices[(j+0)*2+1], cosNormal ) ;
- glVertex3f( vertices[(j+0)*2+0] * scl_b, vertices[(j+0)*2+1] * scl_b, alt_b );
- glNormal3f( sinNormal * vertices[(j+1)*2+0], sinNormal * vertices[(j+1)*2+1], cosNormal ) ;
- glVertex3f( vertices[(j+1)*2+0] * scl_b, vertices[(j+1)*2+1] * scl_b, alt_b );
- glVertex3f( 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 );
+ 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();
}
}
*/
for( j=0; j<slices; j++ )
{
- float scl = alt / slope;
+ double scl = alt / slope;
glBegin( GL_TRIANGLES );
- glNormal3f( sinNormal * vertices[(j+0)*2+0], sinNormal * vertices[(j+0)*2+1], cosNormal ) ;
- glVertex3f( vertices[ (j+0)*2+0 ] * scl, vertices[ (j+0)*2+1 ] * scl, height - alt );
- glNormal3f( sinNormal * vertices[(j+1)*2+0], sinNormal * vertices[(j+1)*2+1], cosNormal ) ;
- glVertex3f( vertices[ (j+1)*2+0 ] * scl, vertices[ (j+1)*2+1 ] * scl, height - alt );
- glVertex3f( 0, 0, height );
+ glNormal3d( sinNormal * vertices[(j+0)*2+0], sinNormal * vertices[(j+0)*2+1], cosNormal ) ;
+ glVertex3d( vertices[ (j+0)*2+0 ] * scl, vertices[ (j+0)*2+1 ] * scl, height - alt );
+ glNormal3d( sinNormal * vertices[(j+1)*2+0], sinNormal * vertices[(j+1)*2+1], cosNormal ) ;
+ glVertex3d( vertices[ (j+1)*2+0 ] * scl, vertices[ (j+1)*2+1 ] * scl, height - alt );
+ glVertex3d( 0, 0, height );
glEnd();
}
}
*/
void FGAPIENTRY glutWireTorus( GLdouble dInnerRadius, GLdouble dOuterRadius, GLint nSides, GLint nRings )
{
- float iradius = (float) dInnerRadius, oradius = (float)dOuterRadius, phi, psi, dpsi, dphi;
- float* vertex, *normal;
+ double iradius = dInnerRadius, oradius = dOuterRadius, phi, psi, dpsi, dphi;
+ double *vertex, *normal;
int i, j;
- float spsi, cpsi, sphi, cphi ;
+ double spsi, cpsi, sphi, cphi ;
/*
* Allocate the vertices array
*/
- vertex = calloc( sizeof(float), 3 * nSides * nRings );
- normal = calloc( sizeof(float), 3 * nSides * nRings );
+ vertex = calloc( sizeof(double), 3 * nSides * nRings );
+ normal = calloc( sizeof(double), 3 * nSides * nRings );
glPushMatrix();
- dpsi = 2.0 * M_PI / (float)nRings ;
- dphi = 2.0 * M_PI / (float)nSides ;
+ dpsi = 2.0 * M_PI / (double)nRings ;
+ dphi = 2.0 * M_PI / (double)nSides ;
psi = 0.0;
for( j=0; j<nRings; j++ )
{
- cpsi = (float)cos ( psi ) ;
- spsi = (float)sin ( psi ) ;
+ cpsi = cos ( psi ) ;
+ spsi = sin ( psi ) ;
phi = 0.0;
for( i=0; i<nSides; i++ )
{
int offset = 3 * ( j * nSides + i ) ;
- cphi = (float)cos ( phi ) ;
- sphi = (float)sin ( phi ) ;
+ cphi = cos ( phi ) ;
+ sphi = sin ( phi ) ;
*(vertex + offset + 0) = cpsi * ( oradius + cphi * iradius ) ;
*(vertex + offset + 1) = spsi * ( oradius + cphi * iradius ) ;
*(vertex + offset + 2) = sphi * iradius ;
for( j=0; j<nRings; j++ )
{
int offset = 3 * ( j * nSides + i ) ;
- glNormal3fv( normal + offset );
- glVertex3fv( vertex + offset );
+ glNormal3dv( normal + offset );
+ glVertex3dv( vertex + offset );
}
glEnd();
for( i=0; i<nSides; i++ )
{
int offset = 3 * ( j * nSides + i ) ;
- glNormal3fv( normal + offset );
- glVertex3fv( vertex + offset );
+ glNormal3dv( normal + offset );
+ glVertex3dv( vertex + offset );
}
glEnd();
*/
void FGAPIENTRY glutSolidTorus( GLdouble dInnerRadius, GLdouble dOuterRadius, GLint nSides, GLint nRings )
{
- float iradius = (float) dInnerRadius, oradius = (float)dOuterRadius, phi, psi, dpsi, dphi;
- float* vertex, *normal;
+ double iradius = dInnerRadius, oradius = dOuterRadius, phi, psi, dpsi, dphi;
+ double *vertex, *normal;
int i, j;
- float spsi, cpsi, sphi, cphi ;
+ double spsi, cpsi, sphi, cphi ;
/*
* Increment the number of sides and rings to allow for one more point than surface
/*
* Allocate the vertices array
*/
- vertex = calloc( sizeof(float), 3 * nSides * nRings );
- normal = calloc( sizeof(float), 3 * nSides * nRings );
+ vertex = calloc( sizeof(double), 3 * nSides * nRings );
+ normal = calloc( sizeof(double), 3 * nSides * nRings );
glPushMatrix();
- dpsi = 2.0 * M_PI / (float)(nRings - 1) ;
- dphi = 2.0 * M_PI / (float)(nSides - 1) ;
+ dpsi = 2.0 * M_PI / (double)(nRings - 1) ;
+ dphi = 2.0 * M_PI / (double)(nSides - 1) ;
psi = 0.0;
for( j=0; j<nRings; j++ )
{
- cpsi = (float)cos ( psi ) ;
- spsi = (float)sin ( psi ) ;
+ cpsi = cos ( psi ) ;
+ spsi = sin ( psi ) ;
phi = 0.0;
for( i=0; i<nSides; i++ )
{
int offset = 3 * ( j * nSides + i ) ;
- cphi = (float)cos ( phi ) ;
- sphi = (float)sin ( phi ) ;
+ cphi = cos ( phi ) ;
+ sphi = sin ( phi ) ;
*(vertex + offset + 0) = cpsi * ( oradius + cphi * iradius ) ;
*(vertex + offset + 1) = spsi * ( oradius + cphi * iradius ) ;
*(vertex + offset + 2) = sphi * iradius ;
for( j=0; j<nRings-1; j++ )
{
int offset = 3 * ( j * nSides + i ) ;
- glNormal3fv( normal + offset );
- glVertex3fv( vertex + offset );
- glNormal3fv( normal + offset + 3 );
- glVertex3fv( vertex + offset + 3 );
- glNormal3fv( normal + offset + 3 * nSides + 3 );
- glVertex3fv( vertex + offset + 3 * nSides + 3 );
- glNormal3fv( normal + offset + 3 * nSides );
- glVertex3fv( vertex + offset + 3 * nSides );
+ glNormal3dv( normal + offset );
+ glVertex3dv( vertex + offset );
+ glNormal3dv( normal + offset + 3 );
+ glVertex3dv( vertex + offset + 3 );
+ glNormal3dv( normal + offset + 3 * nSides + 3 );
+ glVertex3dv( vertex + offset + 3 * nSides + 3 );
+ glNormal3dv( normal + offset + 3 * nSides );
+ glVertex3dv( vertex + offset + 3 * nSides );
}
}
/* Magic Numbers: It is possible to create a dodecahedron by attaching two pentagons to each face of
* of a cube. The coordinates of the points are:
* (+-x,0, z); (+-1, 1, 1); (0, z, x )
- * where x = 0.618033989 and z = 1.618033939.
+ * where x = 0.61803398875 and z = 1.61803398875.
*/
glBegin ( GL_LINE_LOOP ) ;
- glNormal3f ( 0.000000f, 0.525731f, 0.850651f ) ; glVertex3f ( 0.000000f, 1.618034f, 0.618034f ) ; glVertex3f ( -1.0f, 1.0f, 1.0f ) ; glVertex3f ( -0.618034f, 0.000000f, 1.618034f ) ; glVertex3f ( 0.618034f, 0.000000f, 1.618034f ) ; glVertex3f ( 1.0f, 1.0f, 1.0f ) ;
+ glNormal3d ( 0.0, 0.525731, 0.850651 ) ; glVertex3d ( 0.0, 1.61803398875, 0.61803398875 ) ; glVertex3d ( -1.0, 1.0, 1.0 ) ; glVertex3d ( -0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( 0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( 1.0, 1.0, 1.0 ) ;
glEnd () ;
glBegin ( GL_LINE_LOOP ) ;
- glNormal3f ( 0.000000f, 0.525731f, -0.850651f ) ; glVertex3f ( 0.000000f, 1.618034f, -0.618034f ) ; glVertex3f ( 1.0f, 1.0f, -1.0f ) ; glVertex3f ( 0.618034f, 0.000000f, -1.618034f ) ; glVertex3f ( -0.618034f, 0.000000f, -1.618034f ) ; glVertex3f ( -1.0f, 1.0f, -1.0f ) ;
+ glNormal3d ( 0.0, 0.525731, -0.850651 ) ; glVertex3d ( 0.0, 1.61803398875, -0.61803398875 ) ; glVertex3d ( 1.0, 1.0, -1.0 ) ; glVertex3d ( 0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( -0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( -1.0, 1.0, -1.0 ) ;
glEnd () ;
glBegin ( GL_LINE_LOOP ) ;
- glNormal3f ( 0.000000f, -0.525731f, 0.850651f ) ; glVertex3f ( 0.000000f, -1.618034f, 0.618034f ) ; glVertex3f ( 1.0f, -1.0f, 1.0f ) ; glVertex3f ( 0.618034f, 0.000000f, 1.618034f ) ; glVertex3f ( -0.618034f, 0.000000f, 1.618034f ) ; glVertex3f ( -1.0f, -1.0f, 1.0f ) ;
+ glNormal3d ( 0.0, -0.525731, 0.850651 ) ; glVertex3d ( 0.0, -1.61803398875, 0.61803398875 ) ; glVertex3d ( 1.0, -1.0, 1.0 ) ; glVertex3d ( 0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( -0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( -1.0, -1.0, 1.0 ) ;
glEnd () ;
glBegin ( GL_LINE_LOOP ) ;
- glNormal3f ( 0.000000f, -0.525731f, -0.850651f ) ; glVertex3f ( 0.000000f, -1.618034f, -0.618034f ) ; glVertex3f ( -1.0f, -1.0f, -1.0f ) ; glVertex3f ( -0.618034f, 0.000000f, -1.618034f ) ; glVertex3f ( 0.618034f, 0.000000f, -1.618034f ) ; glVertex3f ( 1.0f, -1.0f, -1.0f ) ;
+ glNormal3d ( 0.0, -0.525731, -0.850651 ) ; glVertex3d ( 0.0, -1.61803398875, -0.61803398875 ) ; glVertex3d ( -1.0, -1.0, -1.0 ) ; glVertex3d ( -0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( 0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( 1.0, -1.0, -1.0 ) ;
glEnd () ;
glBegin ( GL_LINE_LOOP ) ;
- glNormal3f ( 0.850651f, 0.000000f, 0.525731f ) ; glVertex3f ( 0.618034f, 0.000000f, 1.618034f ) ; glVertex3f ( 1.0f, -1.0f, 1.0f ) ; glVertex3f ( 1.618034f, -0.618034f, 0.000000f ) ; glVertex3f ( 1.618034f, 0.618034f, 0.000000f ) ; glVertex3f ( 1.0f, 1.0f, 1.0f ) ;
+ glNormal3d ( 0.850651, 0.0, 0.525731 ) ; glVertex3d ( 0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( 1.0, -1.0, 1.0 ) ; glVertex3d ( 1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( 1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( 1.0, 1.0, 1.0 ) ;
glEnd () ;
glBegin ( GL_LINE_LOOP ) ;
- glNormal3f ( -0.850651f, 0.000000f, 0.525731f ) ; glVertex3f ( -0.618034f, 0.000000f, 1.618034f ) ; glVertex3f ( -1.0f, 1.0f, 1.0f ) ; glVertex3f ( -1.618034f, 0.618034f, 0.000000f ) ; glVertex3f ( -1.618034f, -0.618034f, 0.000000f ) ; glVertex3f ( -1.0f, -1.0f, 1.0f ) ;
+ glNormal3d ( -0.850651, 0.0, 0.525731 ) ; glVertex3d ( -0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( -1.0, 1.0, 1.0 ) ; glVertex3d ( -1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( -1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( -1.0, -1.0, 1.0 ) ;
glEnd () ;
glBegin ( GL_LINE_LOOP ) ;
- glNormal3f ( 0.850651f, 0.000000f, -0.525731f ) ; glVertex3f ( 0.618034f, 0.000000f, -1.618034f ) ; glVertex3f ( 1.0f, 1.0f, -1.0f ) ; glVertex3f ( 1.618034f, 0.618034f, 0.000000f ) ; glVertex3f ( 1.618034f, -0.618034f, 0.000000f ) ; glVertex3f ( 1.0f, -1.0f, -1.0f ) ;
+ glNormal3d ( 0.850651, 0.0, -0.525731 ) ; glVertex3d ( 0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( 1.0, 1.0, -1.0 ) ; glVertex3d ( 1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( 1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( 1.0, -1.0, -1.0 ) ;
glEnd () ;
glBegin ( GL_LINE_LOOP ) ;
- glNormal3f ( -0.850651f, 0.000000f, -0.525731f ) ; glVertex3f ( -0.618034f, 0.000000f, -1.618034f ) ; glVertex3f ( -1.0f, -1.0f, -1.0f ) ; glVertex3f ( -1.618034f, -0.618034f, 0.000000f ) ; glVertex3f ( -1.618034f, 0.618034f, 0.000000f ) ; glVertex3f ( -1.0f, 1.0f, -1.0f ) ;
+ glNormal3d ( -0.850651, 0.0, -0.525731 ) ; glVertex3d ( -0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( -1.0, -1.0, -1.0 ) ; glVertex3d ( -1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( -1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( -1.0, 1.0, -1.0 ) ;
glEnd () ;
glBegin ( GL_LINE_LOOP ) ;
- glNormal3f ( 0.525731f, 0.850651f, 0.000000f ) ; glVertex3f ( 1.618034f, 0.618034f, 0.000000f ) ; glVertex3f ( 1.0f, 1.0f, -1.0f ) ; glVertex3f ( 0.000000f, 1.618034f, -0.618034f ) ; glVertex3f ( 0.000000f, 1.618034f, 0.618034f ) ; glVertex3f ( 1.0f, 1.0f, 1.0f ) ;
+ glNormal3d ( 0.525731, 0.850651, 0.0 ) ; glVertex3d ( 1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( 1.0, 1.0, -1.0 ) ; glVertex3d ( 0.0, 1.61803398875, -0.61803398875 ) ; glVertex3d ( 0.0, 1.61803398875, 0.61803398875 ) ; glVertex3d ( 1.0, 1.0, 1.0 ) ;
glEnd () ;
glBegin ( GL_LINE_LOOP ) ;
- glNormal3f ( 0.525731f, -0.850651f, 0.000000f ) ; glVertex3f ( 1.618034f, -0.618034f, 0.000000f ) ; glVertex3f ( 1.0f, -1.0f, 1.0f ) ; glVertex3f ( 0.000000f, -1.618034f, 0.618034f ) ; glVertex3f ( 0.000000f, -1.618034f, -0.618034f ) ; glVertex3f ( 1.0f, -1.0f, -1.0f ) ;
+ glNormal3d ( 0.525731, -0.850651, 0.0 ) ; glVertex3d ( 1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( 1.0, -1.0, 1.0 ) ; glVertex3d ( 0.0, -1.61803398875, 0.61803398875 ) ; glVertex3d ( 0.0, -1.61803398875, -0.61803398875 ) ; glVertex3d ( 1.0, -1.0, -1.0 ) ;
glEnd () ;
glBegin ( GL_LINE_LOOP ) ;
- glNormal3f ( -0.525731f, 0.850651f, 0.000000f ) ; glVertex3f ( -1.618034f, 0.618034f, 0.000000f ) ; glVertex3f ( -1.0f, 1.0f, 1.0f ) ; glVertex3f ( 0.000000f, 1.618034f, 0.618034f ) ; glVertex3f ( 0.000000f, 1.618034f, -0.618034f ) ; glVertex3f ( -1.0f, 1.0f, -1.0f ) ;
+ glNormal3d ( -0.525731, 0.850651, 0.0 ) ; glVertex3d ( -1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( -1.0, 1.0, 1.0 ) ; glVertex3d ( 0.0, 1.61803398875, 0.61803398875 ) ; glVertex3d ( 0.0, 1.61803398875, -0.61803398875 ) ; glVertex3d ( -1.0, 1.0, -1.0 ) ;
glEnd () ;
glBegin ( GL_LINE_LOOP ) ;
- glNormal3f ( -0.525731f, -0.850651f, 0.000000f ) ; glVertex3f ( -1.618034f, -0.618034f, 0.000000f ) ; glVertex3f ( -1.0f, -1.0f, -1.0f ) ; glVertex3f ( 0.000000f, -1.618034f, -0.618034f ) ; glVertex3f ( 0.000000f, -1.618034f, 0.618034f ) ; glVertex3f ( -1.0f, -1.0f, 1.0f ) ;
+ glNormal3d ( -0.525731, -0.850651, 0.0 ) ; glVertex3d ( -1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( -1.0, -1.0, -1.0 ) ; glVertex3d ( 0.0, -1.61803398875, -0.61803398875 ) ; glVertex3d ( 0.0, -1.61803398875, 0.61803398875 ) ; glVertex3d ( -1.0, -1.0, 1.0 ) ;
glEnd () ;
}
/* Magic Numbers: It is possible to create a dodecahedron by attaching two pentagons to each face of
* of a cube. The coordinates of the points are:
* (+-x,0, z); (+-1, 1, 1); (0, z, x )
- * where x = 0.618033989 and z = 1.618033939.
+ * where x = 0.61803398875 and z = 1.61803398875.
*/
glBegin ( GL_POLYGON ) ;
- glNormal3f ( 0.000000f, 0.525731f, 0.850651f ) ; glVertex3f ( 0.000000f, 1.618034f, 0.618034f ) ; glVertex3f ( -1.0f, 1.0f, 1.0f ) ; glVertex3f ( -0.618034f, 0.000000f, 1.618034f ) ; glVertex3f ( 0.618034f, 0.000000f, 1.618034f ) ; glVertex3f ( 1.0f, 1.0f, 1.0f ) ;
+ glNormal3d ( 0.0, 0.525731, 0.850651 ) ; glVertex3d ( 0.0, 1.61803398875, 0.61803398875 ) ; glVertex3d ( -1.0, 1.0, 1.0 ) ; glVertex3d ( -0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( 0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( 1.0, 1.0, 1.0 ) ;
glEnd () ;
glBegin ( GL_POLYGON ) ;
- glNormal3f ( 0.000000f, 0.525731f, -0.850651f ) ; glVertex3f ( 0.000000f, 1.618034f, -0.618034f ) ; glVertex3f ( 1.0f, 1.0f, -1.0f ) ; glVertex3f ( 0.618034f, 0.000000f, -1.618034f ) ; glVertex3f ( -0.618034f, 0.000000f, -1.618034f ) ; glVertex3f ( -1.0f, 1.0f, -1.0f ) ;
+ glNormal3d ( 0.0, 0.525731, -0.850651 ) ; glVertex3d ( 0.0, 1.61803398875, -0.61803398875 ) ; glVertex3d ( 1.0, 1.0, -1.0 ) ; glVertex3d ( 0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( -0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( -1.0, 1.0, -1.0 ) ;
glEnd () ;
glBegin ( GL_POLYGON ) ;
- glNormal3f ( 0.000000f, -0.525731f, 0.850651f ) ; glVertex3f ( 0.000000f, -1.618034f, 0.618034f ) ; glVertex3f ( 1.0f, -1.0f, 1.0f ) ; glVertex3f ( 0.618034f, 0.000000f, 1.618034f ) ; glVertex3f ( -0.618034f, 0.000000f, 1.618034f ) ; glVertex3f ( -1.0f, -1.0f, 1.0f ) ;
+ glNormal3d ( 0.0, -0.525731, 0.850651 ) ; glVertex3d ( 0.0, -1.61803398875, 0.61803398875 ) ; glVertex3d ( 1.0, -1.0, 1.0 ) ; glVertex3d ( 0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( -0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( -1.0, -1.0, 1.0 ) ;
glEnd () ;
glBegin ( GL_POLYGON ) ;
- glNormal3f ( 0.000000f, -0.525731f, -0.850651f ) ; glVertex3f ( 0.000000f, -1.618034f, -0.618034f ) ; glVertex3f ( -1.0f, -1.0f, -1.0f ) ; glVertex3f ( -0.618034f, 0.000000f, -1.618034f ) ; glVertex3f ( 0.618034f, 0.000000f, -1.618034f ) ; glVertex3f ( 1.0f, -1.0f, -1.0f ) ;
+ glNormal3d ( 0.0, -0.525731, -0.850651 ) ; glVertex3d ( 0.0, -1.61803398875, -0.61803398875 ) ; glVertex3d ( -1.0, -1.0, -1.0 ) ; glVertex3d ( -0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( 0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( 1.0, -1.0, -1.0 ) ;
glEnd () ;
glBegin ( GL_POLYGON ) ;
- glNormal3f ( 0.850651f, 0.000000f, 0.525731f ) ; glVertex3f ( 0.618034f, 0.000000f, 1.618034f ) ; glVertex3f ( 1.0f, -1.0f, 1.0f ) ; glVertex3f ( 1.618034f, -0.618034f, 0.000000f ) ; glVertex3f ( 1.618034f, 0.618034f, 0.000000f ) ; glVertex3f ( 1.0f, 1.0f, 1.0f ) ;
+ glNormal3d ( 0.850651, 0.0, 0.525731 ) ; glVertex3d ( 0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( 1.0, -1.0, 1.0 ) ; glVertex3d ( 1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( 1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( 1.0, 1.0, 1.0 ) ;
glEnd () ;
glBegin ( GL_POLYGON ) ;
- glNormal3f ( -0.850651f, 0.000000f, 0.525731f ) ; glVertex3f ( -0.618034f, 0.000000f, 1.618034f ) ; glVertex3f ( -1.0f, 1.0f, 1.0f ) ; glVertex3f ( -1.618034f, 0.618034f, 0.000000f ) ; glVertex3f ( -1.618034f, -0.618034f, 0.000000f ) ; glVertex3f ( -1.0f, -1.0f, 1.0f ) ;
+ glNormal3d ( -0.850651, 0.0, 0.525731 ) ; glVertex3d ( -0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( -1.0, 1.0, 1.0 ) ; glVertex3d ( -1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( -1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( -1.0, -1.0, 1.0 ) ;
glEnd () ;
glBegin ( GL_POLYGON ) ;
- glNormal3f ( 0.850651f, 0.000000f, -0.525731f ) ; glVertex3f ( 0.618034f, 0.000000f, -1.618034f ) ; glVertex3f ( 1.0f, 1.0f, -1.0f ) ; glVertex3f ( 1.618034f, 0.618034f, 0.000000f ) ; glVertex3f ( 1.618034f, -0.618034f, 0.000000f ) ; glVertex3f ( 1.0f, -1.0f, -1.0f ) ;
+ glNormal3d ( 0.850651, 0.0, -0.525731 ) ; glVertex3d ( 0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( 1.0, 1.0, -1.0 ) ; glVertex3d ( 1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( 1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( 1.0, -1.0, -1.0 ) ;
glEnd () ;
glBegin ( GL_POLYGON ) ;
- glNormal3f ( -0.850651f, 0.000000f, -0.525731f ) ; glVertex3f ( -0.618034f, 0.000000f, -1.618034f ) ; glVertex3f ( -1.0f, -1.0f, -1.0f ) ; glVertex3f ( -1.618034f, -0.618034f, 0.000000f ) ; glVertex3f ( -1.618034f, 0.618034f, 0.000000f ) ; glVertex3f ( -1.0f, 1.0f, -1.0f ) ;
+ glNormal3d ( -0.850651, 0.0, -0.525731 ) ; glVertex3d ( -0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( -1.0, -1.0, -1.0 ) ; glVertex3d ( -1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( -1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( -1.0, 1.0, -1.0 ) ;
glEnd () ;
glBegin ( GL_POLYGON ) ;
- glNormal3f ( 0.525731f, 0.850651f, 0.000000f ) ; glVertex3f ( 1.618034f, 0.618034f, 0.000000f ) ; glVertex3f ( 1.0f, 1.0f, -1.0f ) ; glVertex3f ( 0.000000f, 1.618034f, -0.618034f ) ; glVertex3f ( 0.000000f, 1.618034f, 0.618034f ) ; glVertex3f ( 1.0f, 1.0f, 1.0f ) ;
+ glNormal3d ( 0.525731, 0.850651, 0.0 ) ; glVertex3d ( 1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( 1.0, 1.0, -1.0 ) ; glVertex3d ( 0.0, 1.61803398875, -0.61803398875 ) ; glVertex3d ( 0.0, 1.61803398875, 0.61803398875 ) ; glVertex3d ( 1.0, 1.0, 1.0 ) ;
glEnd () ;
glBegin ( GL_POLYGON ) ;
- glNormal3f ( 0.525731f, -0.850651f, 0.000000f ) ; glVertex3f ( 1.618034f, -0.618034f, 0.000000f ) ; glVertex3f ( 1.0f, -1.0f, 1.0f ) ; glVertex3f ( 0.000000f, -1.618034f, 0.618034f ) ; glVertex3f ( 0.000000f, -1.618034f, -0.618034f ) ; glVertex3f ( 1.0f, -1.0f, -1.0f ) ;
+ glNormal3d ( 0.525731, -0.850651, 0.0 ) ; glVertex3d ( 1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( 1.0, -1.0, 1.0 ) ; glVertex3d ( 0.0, -1.61803398875, 0.61803398875 ) ; glVertex3d ( 0.0, -1.61803398875, -0.61803398875 ) ; glVertex3d ( 1.0, -1.0, -1.0 ) ;
glEnd () ;
glBegin ( GL_POLYGON ) ;
- glNormal3f ( -0.525731f, 0.850651f, 0.000000f ) ; glVertex3f ( -1.618034f, 0.618034f, 0.000000f ) ; glVertex3f ( -1.0f, 1.0f, 1.0f ) ; glVertex3f ( 0.000000f, 1.618034f, 0.618034f ) ; glVertex3f ( 0.000000f, 1.618034f, -0.618034f ) ; glVertex3f ( -1.0f, 1.0f, -1.0f ) ;
+ glNormal3d ( -0.525731, 0.850651, 0.0 ) ; glVertex3d ( -1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( -1.0, 1.0, 1.0 ) ; glVertex3d ( 0.0, 1.61803398875, 0.61803398875 ) ; glVertex3d ( 0.0, 1.61803398875, -0.61803398875 ) ; glVertex3d ( -1.0, 1.0, -1.0 ) ;
glEnd () ;
glBegin ( GL_POLYGON ) ;
- glNormal3f ( -0.525731f, -0.850651f, 0.000000f ) ; glVertex3f ( -1.618034f, -0.618034f, 0.000000f ) ; glVertex3f ( -1.0f, -1.0f, -1.0f ) ; glVertex3f ( 0.000000f, -1.618034f, -0.618034f ) ; glVertex3f ( 0.000000f, -1.618034f, 0.618034f ) ; glVertex3f ( -1.0f, -1.0f, 1.0f ) ;
+ glNormal3d ( -0.525731, -0.850651, 0.0 ) ; glVertex3d ( -1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( -1.0, -1.0, -1.0 ) ; glVertex3d ( 0.0, -1.61803398875, -0.61803398875 ) ; glVertex3d ( 0.0, -1.61803398875, 0.61803398875 ) ; glVertex3d ( -1.0, -1.0, 1.0 ) ;
glEnd () ;
}
{
#define RADIUS 1.0f
glBegin( GL_LINE_LOOP );
- glNormal3f( 0.577350f, 0.577350f, 0.577350f); glVertex3f( RADIUS, 0.0f, 0.0f ); glVertex3f( 0.0f, RADIUS, 0.0f ); glVertex3f( 0.0f, 0.0f, RADIUS );
- glNormal3f( 0.577350f, 0.577350f,-0.577350f); glVertex3f( RADIUS, 0.0f, 0.0f ); glVertex3f( 0.0f, RADIUS, 0.0f ); glVertex3f( 0.0f, 0.0f,-RADIUS );
- glNormal3f( 0.577350f,-0.577350f, 0.577350f); glVertex3f( RADIUS, 0.0f, 0.0f ); glVertex3f( 0.0f,-RADIUS, 0.0f ); glVertex3f( 0.0f, 0.0f, RADIUS );
- glNormal3f( 0.577350f,-0.577350f,-0.577350f); glVertex3f( RADIUS, 0.0f, 0.0f ); glVertex3f( 0.0f,-RADIUS, 0.0f ); glVertex3f( 0.0f, 0.0f,-RADIUS );
- glNormal3f(-0.577350f, 0.577350f, 0.577350f); glVertex3f(-RADIUS, 0.0f, 0.0f ); glVertex3f( 0.0f, RADIUS, 0.0f ); glVertex3f( 0.0f, 0.0f, RADIUS );
- glNormal3f(-0.577350f, 0.577350f,-0.577350f); glVertex3f(-RADIUS, 0.0f, 0.0f ); glVertex3f( 0.0f, RADIUS, 0.0f ); glVertex3f( 0.0f, 0.0f,-RADIUS );
- glNormal3f(-0.577350f,-0.577350f, 0.577350f); glVertex3f(-RADIUS, 0.0f, 0.0f ); glVertex3f( 0.0f,-RADIUS, 0.0f ); glVertex3f( 0.0f, 0.0f, RADIUS );
- glNormal3f(-0.577350f,-0.577350f,-0.577350f); glVertex3f(-RADIUS, 0.0f, 0.0f ); glVertex3f( 0.0f,-RADIUS, 0.0f ); glVertex3f( 0.0f, 0.0f,-RADIUS );
+ glNormal3d( 0.577350, 0.577350, 0.577350f); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS );
+ glNormal3d( 0.577350, 0.577350,-0.577350f); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS );
+ glNormal3d( 0.577350,-0.577350, 0.577350f); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS );
+ glNormal3d( 0.577350,-0.577350,-0.577350f); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS );
+ glNormal3d(-0.577350, 0.577350, 0.577350f); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS );
+ glNormal3d(-0.577350, 0.577350,-0.577350f); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS );
+ glNormal3d(-0.577350,-0.577350, 0.577350f); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS );
+ glNormal3d(-0.577350,-0.577350,-0.577350f); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS );
glEnd();
#undef RADIUS
}
{
#define RADIUS 1.0f
glBegin( GL_TRIANGLES );
- glNormal3f( 0.577350f, 0.577350f, 0.577350f); glVertex3f( RADIUS, 0.0f, 0.0f ); glVertex3f( 0.0f, RADIUS, 0.0f ); glVertex3f( 0.0f, 0.0f, RADIUS );
- glNormal3f( 0.577350f, 0.577350f,-0.577350f); glVertex3f( RADIUS, 0.0f, 0.0f ); glVertex3f( 0.0f, RADIUS, 0.0f ); glVertex3f( 0.0f, 0.0f,-RADIUS );
- glNormal3f( 0.577350f,-0.577350f, 0.577350f); glVertex3f( RADIUS, 0.0f, 0.0f ); glVertex3f( 0.0f,-RADIUS, 0.0f ); glVertex3f( 0.0f, 0.0f, RADIUS );
- glNormal3f( 0.577350f,-0.577350f,-0.577350f); glVertex3f( RADIUS, 0.0f, 0.0f ); glVertex3f( 0.0f,-RADIUS, 0.0f ); glVertex3f( 0.0f, 0.0f,-RADIUS );
- glNormal3f(-0.577350f, 0.577350f, 0.577350f); glVertex3f(-RADIUS, 0.0f, 0.0f ); glVertex3f( 0.0f, RADIUS, 0.0f ); glVertex3f( 0.0f, 0.0f, RADIUS );
- glNormal3f(-0.577350f, 0.577350f,-0.577350f); glVertex3f(-RADIUS, 0.0f, 0.0f ); glVertex3f( 0.0f, RADIUS, 0.0f ); glVertex3f( 0.0f, 0.0f,-RADIUS );
- glNormal3f(-0.577350f,-0.577350f, 0.577350f); glVertex3f(-RADIUS, 0.0f, 0.0f ); glVertex3f( 0.0f,-RADIUS, 0.0f ); glVertex3f( 0.0f, 0.0f, RADIUS );
- glNormal3f(-0.577350f,-0.577350f,-0.577350f); glVertex3f(-RADIUS, 0.0f, 0.0f ); glVertex3f( 0.0f,-RADIUS, 0.0f ); glVertex3f( 0.0f, 0.0f,-RADIUS );
+ glNormal3d( 0.577350, 0.577350, 0.577350f); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS );
+ glNormal3d( 0.577350, 0.577350,-0.577350f); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS );
+ glNormal3d( 0.577350,-0.577350, 0.577350f); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS );
+ glNormal3d( 0.577350,-0.577350,-0.577350f); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS );
+ glNormal3d(-0.577350, 0.577350, 0.577350f); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS );
+ glNormal3d(-0.577350, 0.577350,-0.577350f); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS );
+ glNormal3d(-0.577350,-0.577350, 0.577350f); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS );
+ glNormal3d(-0.577350,-0.577350,-0.577350f); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS );
glEnd();
#undef RADIUS
}
* Normals: The unit normals are simply the negative of the coordinates of the point not on the surface.
*/
- float r0[3] = { 1.0f, 0.0f, 0.0f } ;
- float r1[3] = { -0.333333f, 0.942809f, 0.0f } ;
- float r2[3] = { -0.333333f, -0.471405f, 0.816497f } ;
- float r3[3] = { -0.333333f, -0.471405f, -0.816497f } ;
+ double r0[3] = { 1.0, 0.0, 0.0 } ;
+ double r1[3] = { -0.333333, 0.942809, 0.0 } ;
+ double r2[3] = { -0.333333, -0.471405, 0.816497 } ;
+ double r3[3] = { -0.333333, -0.471405, -0.816497 } ;
glBegin( GL_LINE_LOOP ) ;
- glNormal3f ( -1.0f, 0.0f, 0.0f ) ; glVertex3fv ( r1 ) ; glVertex3fv ( r3 ) ; glVertex3fv ( r2 ) ;
- glNormal3f ( 0.333333f, -0.942809f, 0.0f ) ; glVertex3fv ( r0 ) ; glVertex3fv ( r2 ) ; glVertex3fv ( r3 ) ;
- glNormal3f ( 0.333333f, 0.471405f, -0.816497f ) ; glVertex3fv ( r0 ) ; glVertex3fv ( r3 ) ; glVertex3fv ( r1 ) ;
- glNormal3f ( 0.333333f, 0.471405f, 0.816497f ) ; glVertex3fv ( r0 ) ; glVertex3fv ( r1 ) ; glVertex3fv ( r2 ) ;
+ glNormal3d ( -1.0, 0.0, 0.0 ) ; glVertex3dv ( r1 ) ; glVertex3dv ( r3 ) ; glVertex3dv ( r2 ) ;
+ glNormal3d ( 0.333333, -0.942809, 0.0 ) ; glVertex3dv ( r0 ) ; glVertex3dv ( r2 ) ; glVertex3dv ( r3 ) ;
+ glNormal3d ( 0.333333, 0.471405, -0.816497 ) ; glVertex3dv ( r0 ) ; glVertex3dv ( r3 ) ; glVertex3dv ( r1 ) ;
+ glNormal3d ( 0.333333, 0.471405, 0.816497 ) ; glVertex3dv ( r0 ) ; glVertex3dv ( r1 ) ; glVertex3dv ( r2 ) ;
glEnd() ;
}
* Normals: The unit normals are simply the negative of the coordinates of the point not on the surface.
*/
- float r0[3] = { 1.0f, 0.0f, 0.0f } ;
- float r1[3] = { -0.333333f, 0.942809f, 0.0f } ;
- float r2[3] = { -0.333333f, -0.471405f, 0.816497f } ;
- float r3[3] = { -0.333333f, -0.471405f, -0.816497f } ;
+ double r0[3] = { 1.0, 0.0, 0.0 } ;
+ double r1[3] = { -0.333333, 0.942809, 0.0 } ;
+ double r2[3] = { -0.333333, -0.471405, 0.816497 } ;
+ double r3[3] = { -0.333333, -0.471405, -0.816497 } ;
glBegin( GL_TRIANGLES ) ;
- glNormal3f ( -1.0f, 0.0f, 0.0f ) ; glVertex3fv ( r1 ) ; glVertex3fv ( r3 ) ; glVertex3fv ( r2 ) ;
- glNormal3f ( 0.333333f, -0.942809f, 0.0f ) ; glVertex3fv ( r0 ) ; glVertex3fv ( r2 ) ; glVertex3fv ( r3 ) ;
- glNormal3f ( 0.333333f, 0.471405f, -0.816497f ) ; glVertex3fv ( r0 ) ; glVertex3fv ( r3 ) ; glVertex3fv ( r1 ) ;
- glNormal3f ( 0.333333f, 0.471405f, 0.816497f ) ; glVertex3fv ( r0 ) ; glVertex3fv ( r1 ) ; glVertex3fv ( r2 ) ;
+ glNormal3d ( -1.0, 0.0, 0.0 ) ; glVertex3dv ( r1 ) ; glVertex3dv ( r3 ) ; glVertex3dv ( r2 ) ;
+ glNormal3d ( 0.333333, -0.942809, 0.0 ) ; glVertex3dv ( r0 ) ; glVertex3dv ( r2 ) ; glVertex3dv ( r3 ) ;
+ glNormal3d ( 0.333333, 0.471405, -0.816497 ) ; glVertex3dv ( r0 ) ; glVertex3dv ( r3 ) ; glVertex3dv ( r1 ) ;
+ glNormal3d ( 0.333333, 0.471405, 0.816497 ) ; glVertex3dv ( r0 ) ; glVertex3dv ( r1 ) ; glVertex3dv ( r2 ) ;
glEnd() ;
}
/*
*
*/
-float icos_r[12][3] = { { 1.0f, 0.0f, 0.0f },
- { 0.447214f, 0.894427f, 0.0f }, { 0.447214f, 0.276393f, 0.850651f }, { 0.447214f, -0.723607f, 0.525731f }, { 0.447214f, -0.723607f, -0.525731f }, { 0.447214f, 0.276393f, -0.850651f },
- { -0.447214f, -0.894427f, 0.0f }, { -0.447214f, -0.276393f, 0.850651f }, { -0.447214f, 0.723607f, 0.525731f }, { -0.447214f, 0.723607f, -0.525731f }, { -0.447214f, -0.276393f, -0.850651f },
- { -1.0f, 0.0f, 0.0f } } ;
+double icos_r[12][3] = { { 1.0, 0.0, 0.0 },
+ { 0.447214, 0.894427, 0.0 }, { 0.447214, 0.276393, 0.850651 }, { 0.447214, -0.723607, 0.525731 }, { 0.447214, -0.723607, -0.525731 }, { 0.447214, 0.276393, -0.850651 },
+ { -0.447214, -0.894427, 0.0 }, { -0.447214, -0.276393, 0.850651 }, { -0.447214, 0.723607, 0.525731 }, { -0.447214, 0.723607, -0.525731 }, { -0.447214, -0.276393, -0.850651 },
+ { -1.0, 0.0, 0.0 } } ;
int icos_v [20][3] = { { 0, 1, 2 }, { 0, 2, 3 }, { 0, 3, 4 }, { 0, 4, 5 }, { 0, 5, 1 },
{ 1, 8, 2 }, { 2, 7, 3 }, { 3, 6, 4 }, { 4, 10, 5 }, { 5, 9, 1 },
{ 1, 9, 8 }, { 2, 8, 7 }, { 3, 7, 6 }, { 4, 6, 10 }, { 5, 10, 9 },
int i ;
for ( i = 0; i < 20; i++ )
{
- float normal[3] ;
+ double normal[3] ;
normal[0] = ( icos_r[icos_v[i][1]][1] - icos_r[icos_v[i][0]][1] ) * ( icos_r[icos_v[i][2]][2] - icos_r[icos_v[i][0]][2] ) - ( icos_r[icos_v[i][1]][2] - icos_r[icos_v[i][0]][2] ) * ( icos_r[icos_v[i][2]][1] - icos_r[icos_v[i][0]][1] ) ;
normal[1] = ( icos_r[icos_v[i][1]][2] - icos_r[icos_v[i][0]][2] ) * ( icos_r[icos_v[i][2]][0] - icos_r[icos_v[i][0]][0] ) - ( icos_r[icos_v[i][1]][0] - icos_r[icos_v[i][0]][0] ) * ( icos_r[icos_v[i][2]][2] - icos_r[icos_v[i][0]][2] ) ;
normal[2] = ( icos_r[icos_v[i][1]][0] - icos_r[icos_v[i][0]][0] ) * ( icos_r[icos_v[i][2]][1] - icos_r[icos_v[i][0]][1] ) - ( icos_r[icos_v[i][1]][1] - icos_r[icos_v[i][0]][1] ) * ( icos_r[icos_v[i][2]][0] - icos_r[icos_v[i][0]][0] ) ;
glBegin ( GL_LINE_LOOP ) ;
- glNormal3fv ( normal ) ;
- glVertex3fv ( icos_r[icos_v[i][0]] ) ;
- glVertex3fv ( icos_r[icos_v[i][1]] ) ;
- glVertex3fv ( icos_r[icos_v[i][2]] ) ;
+ glNormal3dv ( normal ) ;
+ glVertex3dv ( icos_r[icos_v[i][0]] ) ;
+ glVertex3dv ( icos_r[icos_v[i][1]] ) ;
+ glVertex3dv ( icos_r[icos_v[i][2]] ) ;
glEnd () ;
}
}
glBegin ( GL_TRIANGLES ) ;
for ( i = 0; i < 20; i++ )
{
- float normal[3] ;
+ double normal[3] ;
normal[0] = ( icos_r[icos_v[i][1]][1] - icos_r[icos_v[i][0]][1] ) * ( icos_r[icos_v[i][2]][2] - icos_r[icos_v[i][0]][2] ) - ( icos_r[icos_v[i][1]][2] - icos_r[icos_v[i][0]][2] ) * ( icos_r[icos_v[i][2]][1] - icos_r[icos_v[i][0]][1] ) ;
normal[1] = ( icos_r[icos_v[i][1]][2] - icos_r[icos_v[i][0]][2] ) * ( icos_r[icos_v[i][2]][0] - icos_r[icos_v[i][0]][0] ) - ( icos_r[icos_v[i][1]][0] - icos_r[icos_v[i][0]][0] ) * ( icos_r[icos_v[i][2]][2] - icos_r[icos_v[i][0]][2] ) ;
normal[2] = ( icos_r[icos_v[i][1]][0] - icos_r[icos_v[i][0]][0] ) * ( icos_r[icos_v[i][2]][1] - icos_r[icos_v[i][0]][1] ) - ( icos_r[icos_v[i][1]][1] - icos_r[icos_v[i][0]][1] ) * ( icos_r[icos_v[i][2]][0] - icos_r[icos_v[i][0]][0] ) ;
- glNormal3fv ( normal ) ;
- glVertex3fv ( icos_r[icos_v[i][0]] ) ;
- glVertex3fv ( icos_r[icos_v[i][1]] ) ;
- glVertex3fv ( icos_r[icos_v[i][2]] ) ;
+ glNormal3dv ( normal ) ;
+ glVertex3dv ( icos_r[icos_v[i][0]] ) ;
+ glVertex3dv ( icos_r[icos_v[i][1]] ) ;
+ glVertex3dv ( icos_r[icos_v[i][2]] ) ;
}
glEnd () ;
/*
*
*/
-float rdod_r[14][3] = { { 0.0f, 0.0f, 1.0f },
- { 0.707107f, 0.000000f, 0.5f }, { 0.000000f, 0.707107f, 0.5f }, { -0.707107f, 0.000000f, 0.5f }, { 0.000000f, -0.707107f, 0.5f },
- { 0.707107f, 0.707107f, 0.0f }, { -0.707107f, 0.707107f, 0.0f }, { -0.707107f, -0.707107f, 0.0f }, { 0.707107f, -0.707107f, 0.0f },
- { 0.707107f, 0.000000f, -0.5f }, { 0.000000f, 0.707107f, -0.5f }, { -0.707107f, 0.000000f, -0.5f }, { 0.000000f, -0.707107f, -0.5f },
- { 0.0f, 0.0f, -1.0f } } ;
+double rdod_r[14][3] = { { 0.0, 0.0, 1.0 },
+ { 0.707107, 0.000000, 0.5 }, { 0.000000, 0.707107, 0.5 }, { -0.707107, 0.000000, 0.5 }, { 0.000000, -0.707107, 0.5 },
+ { 0.707107, 0.707107, 0.0 }, { -0.707107, 0.707107, 0.0 }, { -0.707107, -0.707107, 0.0 }, { 0.707107, -0.707107, 0.0 },
+ { 0.707107, 0.000000, -0.5 }, { 0.000000, 0.707107, -0.5 }, { -0.707107, 0.000000, -0.5 }, { 0.000000, -0.707107, -0.5 },
+ { 0.0, 0.0, -1.0 } } ;
int rdod_v [12][4] = { { 0, 1, 5, 2 }, { 0, 2, 6, 3 }, { 0, 3, 7, 4 }, { 0, 4, 8, 1 },
{ 5, 10, 6, 2 }, { 6, 11, 7, 3 }, { 7, 12, 8, 4 }, { 8, 9, 5, 1 },
{ 5, 9, 13, 10 }, { 6, 10, 13, 11 }, { 7, 11, 13, 12 }, { 8, 12, 13, 9 } } ;
-float rdod_n[12][3] = {
- { 0.353553f, 0.353553f, 0.5f }, { -0.353553f, 0.353553f, 0.5f }, { -0.353553f, -0.353553f, 0.5f }, { 0.353553f, -0.353553f, 0.5f },
- { 0.000000f, 1.000000f, 0.0f }, { -1.000000f, 0.000000f, 0.0f }, { 0.000000f, -1.000000f, 0.0f }, { 1.000000f, 0.000000f, 0.0f },
- { 0.353553f, 0.353553f, -0.5f }, { -0.353553f, 0.353553f, -0.5f }, { -0.353553f, -0.353553f, -0.5f }, { 0.353553f, -0.353553f, -0.5f }
+double rdod_n[12][3] = {
+ { 0.353553, 0.353553, 0.5 }, { -0.353553, 0.353553, 0.5 }, { -0.353553, -0.353553, 0.5 }, { 0.353553, -0.353553, 0.5 },
+ { 0.000000, 1.000000, 0.0 }, { -1.000000, 0.000000, 0.0 }, { 0.000000, -1.000000, 0.0 }, { 1.000000, 0.000000, 0.0 },
+ { 0.353553, 0.353553, -0.5 }, { -0.353553, 0.353553, -0.5 }, { -0.353553, -0.353553, -0.5 }, { 0.353553, -0.353553, -0.5 }
} ;
void FGAPIENTRY glutWireRhombicDodecahedron( void )
for ( i = 0; i < 12; i++ )
{
glBegin ( GL_LINE_LOOP ) ;
- glNormal3fv ( rdod_n[i] ) ;
- glVertex3fv ( rdod_r[rdod_v[i][0]] ) ;
- glVertex3fv ( rdod_r[rdod_v[i][1]] ) ;
- glVertex3fv ( rdod_r[rdod_v[i][2]] ) ;
- glVertex3fv ( rdod_r[rdod_v[i][3]] ) ;
+ glNormal3dv ( rdod_n[i] ) ;
+ glVertex3dv ( rdod_r[rdod_v[i][0]] ) ;
+ glVertex3dv ( rdod_r[rdod_v[i][1]] ) ;
+ glVertex3dv ( rdod_r[rdod_v[i][2]] ) ;
+ glVertex3dv ( rdod_r[rdod_v[i][3]] ) ;
glEnd () ;
}
}
glBegin ( GL_QUADS ) ;
for ( i = 0; i < 12; i++ )
{
- glNormal3fv ( rdod_n[i] ) ;
- glVertex3fv ( rdod_r[rdod_v[i][0]] ) ;
- glVertex3fv ( rdod_r[rdod_v[i][1]] ) ;
- glVertex3fv ( rdod_r[rdod_v[i][2]] ) ;
- glVertex3fv ( rdod_r[rdod_v[i][3]] ) ;
+ glNormal3dv ( rdod_n[i] ) ;
+ glVertex3dv ( rdod_r[rdod_v[i][0]] ) ;
+ glVertex3dv ( rdod_r[rdod_v[i][1]] ) ;
+ glVertex3dv ( rdod_r[rdod_v[i][2]] ) ;
+ glVertex3dv ( rdod_r[rdod_v[i][3]] ) ;
}
glEnd () ;
#define NUM_FACES 4
-static GLfloat tetrahedron_v[4][3] = /* Vertices */
+static GLdouble tetrahedron_v[4][3] = /* Vertices */
{
{ -0.5, -0.288675134, -0.144337567 },
{ 0.5, -0.288675134, -0.144337567 },
{ 0, 1, 2 }, { 0, 2, 3 }, { 0, 3, 1 }, { 1, 3, 2 }
} ;
-static GLfloat tetrahedron_n[4][3] = /* Normals */
+static GLdouble tetrahedron_n[4][3] = /* Normals */
{
{ 0.0, 0.0, -1.0 },
{ -0.816496581, 0.471404521, 0.333333333 },
{ 0.816496581, 0.471404521, 0.333333333 }
} ;
-void FGAPIENTRY glutWireSierpinskiSponge ( int num_levels, GLfloat offset[3], GLfloat scale )
+void FGAPIENTRY glutWireSierpinskiSponge ( int num_levels, GLdouble offset[3], GLdouble scale )
{
int i, j ;
for ( i = 0 ; i < NUM_FACES ; i++ )
{
glBegin ( GL_LINE_LOOP ) ;
- glNormal3fv ( tetrahedron_n[i] ) ;
+ glNormal3dv ( tetrahedron_n[i] ) ;
for ( j = 0; j < 3; j++ )
{
- float x = offset[0] + scale * tetrahedron_v[tetrahedron_i[i][j]][0] ;
- float y = offset[1] + scale * tetrahedron_v[tetrahedron_i[i][j]][1] ;
- float z = offset[2] + scale * tetrahedron_v[tetrahedron_i[i][j]][2] ;
- glVertex3f ( x, y, z ) ;
+ 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] ;
+ glVertex3d ( x, y, z ) ;
}
glEnd () ;
}
else
{
- GLfloat local_offset[3] ; /* Use a local variable to avoid buildup of roundoff errors */
+ 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] ;
glutWireSierpinskiSponge ( num_levels, local_offset, scale ) ;
local_offset[0] += scale ;
glutWireSierpinskiSponge ( num_levels, local_offset, scale ) ;
- local_offset[0] -= 0.5 * scale ;
- local_offset[1] += 0.866025403 * scale ;
+ local_offset[0] -= 0.5 * scale ;
+ local_offset[1] += 0.866025403784 * scale ;
glutWireSierpinskiSponge ( num_levels, local_offset, scale ) ;
- local_offset[1] -= 0.577350269 * scale ;
- local_offset[2] += 0.816496581 * scale ;
+ local_offset[1] -= 0.577350269189 * scale ;
+ local_offset[2] += 0.816496580929 * scale ;
glutWireSierpinskiSponge ( num_levels, local_offset, scale ) ;
}
}
-void FGAPIENTRY glutSolidSierpinskiSponge ( int num_levels, GLfloat offset[3], GLfloat scale )
+void FGAPIENTRY glutSolidSierpinskiSponge ( int num_levels, GLdouble offset[3], GLdouble scale )
{
int i, j ;
for ( i = 0 ; i < NUM_FACES ; i++ )
{
- glNormal3fv ( tetrahedron_n[i] ) ;
+ glNormal3dv ( tetrahedron_n[i] ) ;
for ( j = 0; j < 3; j++ )
{
- float x = offset[0] + scale * tetrahedron_v[tetrahedron_i[i][j]][0] ;
- float y = offset[1] + scale * tetrahedron_v[tetrahedron_i[i][j]][1] ;
- float z = offset[2] + scale * tetrahedron_v[tetrahedron_i[i][j]][2] ;
- glVertex3f ( x, y, z ) ;
+ 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] ;
+ glVertex3d ( x, y, z ) ;
}
}
}
else
{
- GLfloat local_offset[3] ; /* Use a local variable to avoid buildup of roundoff errors */
+ 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] ;
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] += 0.866025403 * scale ;
+ local_offset[0] -= 0.5 * scale ;
+ local_offset[1] += 0.866025403784 * scale ;
glutSolidSierpinskiSponge ( num_levels, local_offset, scale ) ;
- local_offset[1] -= 0.577350269 * scale ;
- local_offset[2] += 0.816496581 * scale ;
+ local_offset[1] -= 0.577350269189 * scale ;
+ local_offset[2] += 0.816496580929 * scale ;
glutSolidSierpinskiSponge ( num_levels, local_offset, scale ) ;
}
}