/** 
 * @file llcylinder.cpp
 * @brief Draws a cylinder using display lists for speed.
 *
 * $LicenseInfo:firstyear=2001&license=viewergpl$
 * 
 * Copyright (c) 2001-2009, Linden Research, Inc.
 * 
 * Second Life Viewer Source Code
 * The source code in this file ("Source Code") is provided by Linden Lab
 * to you under the terms of the GNU General Public License, version 2.0
 * ("GPL"), unless you have obtained a separate licensing agreement
 * ("Other License"), formally executed by you and Linden Lab.  Terms of
 * the GPL can be found in doc/GPL-license.txt in this distribution, or
 * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
 * 
 * There are special exceptions to the terms and conditions of the GPL as
 * it is applied to this Source Code. View the full text of the exception
 * in the file doc/FLOSS-exception.txt in this software distribution, or
 * online at
 * http://secondlifegrid.net/programs/open_source/licensing/flossexception
 * 
 * By copying, modifying or distributing this software, you acknowledge
 * that you have read and understood your obligations described above,
 * and agree to abide by those obligations.
 * 
 * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
 * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
 * COMPLETENESS OR PERFORMANCE.
 * $/LicenseInfo$
 */

#include "llviewerprecompiledheaders.h"

#include "llcylinder.h"

#include "llerror.h"
#include "math.h"
#include "llmath.h"
#include "noise.h"
#include "v3math.h"
#include "llvertexbuffer.h"
#include "llgl.h"
#include "llglheaders.h"

LLCone		gCone;

//
// Cones
//

void LLCone::render(S32 sides)
{
	gGL.begin(LLRender::TRIANGLE_FAN);
	gGL.vertex3f(0,0,0);

	for (S32 i = 0; i < sides; i++)
	{
		F32 a = (F32) i/sides * F_PI*2.f;
		F32 x = cosf(a)*0.5f;
		F32 y = sinf(a)*0.5f;
		gGL.vertex3f(x,y,-.5f);
	}
	gGL.vertex3f(cosf(0.f)*0.5f, sinf(0.f)*0.5f, -0.5f);

	gGL.end();

	gGL.begin(LLRender::TRIANGLE_FAN);
	gGL.vertex3f(0.f, 0.f, 0.5f);
	for (S32 i = 0; i < sides; i++)
	{
		F32 a = (F32) i/sides * F_PI*2.f;
		F32 x = cosf(a)*0.5f;
		F32 y = sinf(a)*0.5f;
		gGL.vertex3f(x,y,-0.5f);
	}
	gGL.vertex3f(cosf(0.f)*0.5f, sinf(0.f)*0.5f, -0.5f);

	gGL.end();
}

