int b = 0; /* previous */
int angle, norm, step, sangle;
float z1, y1, z2, y2, ex=0;
- float y3, z3;
- float Z1, Y1, Z2, Y2, xl, Y3, Z3;
+ float Z1, Y1, Z2, Y2, xl;
GLfloat y2c[TWOREV], z2c[TWOREV];
- GLfloat ony, onz; /* previous normals */
int nsegs, tube = 0;
glPushMatrix();
nsegs += 1;
sangle = sang;
angle = eang;
- ony = onz = 0;
z1 = e->cos_table[sangle]*outer+z; y1 = e->sin_table[sangle] * outer+y;
Z1 = e->cos_table[sangle] * inner+z; Y1 = e->sin_table[sangle]*inner+y ;
Z2 = z;
for (a = sangle ; a <= angle || b <= angle ; a+= step) {
y2=outer*(float)e->sin_table[a]+y;
z2=outer*(float)e->cos_table[a]+z;
- y3=outer*(float)e->sin_table[a+step]+y;
- z3=outer*(float)e->cos_table[a+step]+z;
if (endcaps)
y2c[a] = y2; z2c[a] = z2; /* cache for later */
if (tube) {
Y2=inner*(float)e->sin_table[a]+y;
Z2=inner*(float)e->cos_table[a]+z;
- Y3=inner*(float)e->sin_table[a+step]+y;
- Z3=inner*(float)e->cos_table[a+step]+z;
}
glNormal3f(0, y1, z1);
glVertex3f(x,y1,z1);