exit (1);
}
- setup_xbm_texture (data, width, height, &gp->fg, &gp->bg);
+ setup_xbm_texture ((char *) data, width, height, &gp->fg, &gp->bg);
}
#else /* !XMU */
glBegin(GL_POINTS);
for(i = 0 ; i < NUM_STARS ; i++)
{
-/* size = (drand48()+size_range[0]) * size_range[1]/2.; */
+/* size = ((random()%size_range[0])) * size_range[1]/2.; */
/* glPointSize(size); */
- x = drand48()*width;
- y = drand48()*height;
+ x = random() % width;
+ y = random() % height;
glVertex2f(x,y);
}
glEnd();