prev_r = 0.0f;
for(i=0; i<VDIV; i++) {
float v = (float)(VDIV - i) / (float)VDIV;
- float r = 4.0 / v + 16;
- float z = v * 400.0f;
+ float r = 1.5 / v + 16;
+ float z = v * 200.0f;
/* don't bother drawing rings < 1 pixel apart */
if(fabs(r - prev_r) < 0.05) continue;
float u = ptr->x;
float v = ptr->y;
int r = (int)(u * 8.0 * 255.0f) & 0xff;
- int b = (int)(v * 8.0 * 255.0f) & 0xff;
+ int g = (int)(v * 8.0 * 255.0f) & 0xff;
+ int b = (~(int)(v * 0.5 * 255.0f) & 0xff) + 105;
+ if(b > 255) b = 255;
+ if(b < 0) b = 0;
+
+ /*if(v > 2.0) r = g = b = 0;*/
ptr++;
if(fp) {
fputc(r, fp);
- fputc(0, fp);
+ fputc(g, fp);
fputc(b, fp);
}
}