-/* voronoi, Copyright (c) 2007 Jamie Zawinski <jwz@jwz.org>
+/* voronoi, Copyright (c) 2007, 2008 Jamie Zawinski <jwz@jwz.org>
*
* Permission to use, copy, modify, distribute, and sell this software and its
* documentation for any purpose is hereby granted without fee, provided that
#ifdef USE_GL /* whole file */
-#define DEF_POINTS "10"
+#define DEF_POINTS "25"
#define DEF_POINT_SIZE "9"
-#define DEF_POINT_SPEED "1"
-#define DEF_POINT_DELAY "0.1"
-#define DEF_ZOOM_SPEED "1"
-#define DEF_ZOOM_DELAY "10"
+#define DEF_POINT_SPEED "1.0"
+#define DEF_POINT_DELAY "0.05"
+#define DEF_ZOOM_SPEED "1.0"
+#define DEF_ZOOM_DELAY "15"
typedef struct node {
GLfloat x, y;
int i;
int faces = 64;
GLfloat step = M_PI * 2 / faces;
- GLfloat s2 = step/2;
- GLfloat th;
- GLfloat x, y, x0, y0;
-
- glBegin(GL_TRIANGLES);
-
- th = 0;
- x = 1;
- y = 0;
- x0 = cos (s2);
- y0 = sin (s2);
+ GLfloat th = 0;
+ GLfloat x = 1;
+ GLfloat y = 0;
+ glBegin(GL_TRIANGLE_FAN);
+ glVertex3f (0, 0, 1);
for (i = 0; i < faces; i++)
{
- glVertex3f(0, 0, 1);
- glVertex3f(x, y, 0);
-
+ glVertex3f (x, y, 0);
th += step;
- x0 = cos (th + s2);
- y0 = sin (th + s2);
- x = cos (th);
- y = sin (th);
-
- glVertex3f(x, y, 0);
+ x = cos (th);
+ y = sin (th);
}
+ glVertex3f (1, 0, 0);
glEnd();
return faces;
}
glColor4fv (nn->color2);
glVertex2f (nn->x, nn->y);
glEnd();
+ mi->polygon_count++;
}
}
else
glVertex2f ( 0.2, 0);
glEnd ();
glRotatef (360.0/5, 0, 0, 1);
+ mi->polygon_count++;
}
glPopMatrix();
}
fprintf(stderr, "%s: out of memory\n", progname);
exit(1);
}
-
- vp = &vps[MI_SCREEN(mi)];
}
vp = &vps[MI_SCREEN(mi)];
if (point_size < 0) point_size = 10;
- vp->ncolors = 64;
+ vp->ncolors = 128;
vp->colors = (XColor *) calloc (vp->ncolors, sizeof(XColor));
-#if 0
- make_random_colormap (0, 0, 0,
- vp->colors, &vp->ncolors,
- True, False, 0, False);
-#else
make_smooth_colormap (0, 0, 0,
vp->colors, &vp->ncolors,
False, False, False);
-#endif
reshape_voronoi (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(vp->glx_context));
- glShadeModel(GL_SMOOTH);
+ glShadeModel(GL_FLAT);
glEnable(GL_POINT_SMOOTH);
- glEnable(GL_LINE_SMOOTH);
- glEnable(GL_POLYGON_SMOOTH);
+/* glEnable(GL_LINE_SMOOTH);*/
+/* glEnable(GL_POLYGON_SMOOTH);*/
glEnable (GL_DEPTH_TEST);
glDepthFunc (GL_LEQUAL);