there = M_PI * 2.0 / g_blades;
step = there / SUBDIV;
here -= SUBDIV * step / 2.0;
- there -= SUBDIV * step / 2.0;
/*
* Build outer blade arcs.
glShadeModel (GL_FLAT);
glFrontFace (GL_CW);
-
- glClearColor (0.0, 0.0, 0.0, 1.0);
-
ctx->blades_outer = glGenLists (NRADII);
ctx->blades_inner = glGenLists (NRADII);
ctx->rings = glGenLists (NRADII - 1);