{
float radius = (float) dRadius, phi, psi, dpsi, dphi;
float* vertex;
- gint i, j;
+ int i, j;
/*
* Allocate the vertices array
*/
- vertex = g_new0( float, 3 * slices * (stacks - 1) );
+ vertex = calloc( sizeof(float), 3 * slices * (stacks - 1) );
glPushMatrix();
glScalef( radius, radius, radius );
glEnd();
}
- g_free( vertex );
+ free( vertex );
glPopMatrix();
}
{
float radius = (float) dRadius, phi, psi, dpsi, dphi;
float *next, *tmp, *row;
- gint i, j;
+ int i, j;
glPushMatrix();
//glScalef( radius, radius, radius );
- row = g_new0( float, slices * 3 );
- next = g_new0( float, slices * 3 );
+ row = calloc( sizeof(float), slices * 3 );
+ next = calloc( sizeof(float), slices * 3 );
dpsi = M_PI / (stacks + 1);
dphi = 2 * M_PI / slices;
glEnd();
- g_free(row);
- g_free(next);
+ free(row);
+ free(next);
glPopMatrix();
}
float angle = (float) M_PI / (float) slices * 2.0f;
float slope = (float) tan( height / base );
float* vertices = NULL;
- gint i, j;
+ int i, j;
/*
* We need 'slices' points on a circle
*/
- vertices = g_new0( float, 2 * (slices + 1) );
+ vertices = calloc( sizeof(float), 2 * (slices + 1) );
for( i=0; i<slices+1; i++ )
{
float angle = (float) M_PI / (float) slices * 2.0f;
float slope = (float) tan( height / base );
float* vertices = NULL;
- gint i, j;
+ int i, j;
/*
* We need 'slices' points on a circle
*/
- vertices = g_new0( float, 2 * (slices + 1) );
+ vertices = calloc( sizeof(float), 2 * (slices + 1) );
for( i=0; i<slices+1; i++ )
{