/** * @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 "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(); }