glNormal3f (0, 0, j*1);
glBegin (wire_p ? GL_LINES : GL_QUAD_STRIP);
for (i = 0; i < slices + (wire_p ? 0 : 1); i++) {
+ GLfloat th, cth, sth;
glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE,
(i % (slices/3) ? gcolor1 : gcolor2));
- GLfloat th = i * width;
- GLfloat cth = cos(th);
- GLfloat sth = sin(th);
+ th = i * width;
+ cth = cos(th);
+ sth = sin(th);
glVertex3f (cth * ra, sth * ra, z);
glVertex3f (cth * rb, sth * rb, z);
polys++;