rendered paste bodyvoid Drawer::Draw(float iT)
{
int i = 0;
glColor3f(0.0f,0.0f,1.0f);
int iScale = 4;
float scale = 1. / iScale;
while(i < iScreenHeight * iScale - 1)
{
float fResult[2];
int j = 0;
//glColor3f(0.0f,0.0f,(float)i/128.0f);
glBegin(GL_TRIANGLE_STRIP);
{
fResult[0] = Wrangle((i + 1)*scale - iOriginX,- iOriginY,iT);
fResult[1] = Wrangle(i*scale - iOriginX ,- iOriginY,iT);
glColor3f(0.0f,0.0f,0.75f - fResult[0]*10);
glVertex3f(fMinX+((float)(i+1) * scale * fDistX),fMinY + ((float)j*scale*fDistY),fResult[0]);
glColor3f(0.0f,0.0f,0.75f - fResult[1]*10);
glVertex3f(fMinX + ((float)i * scale * fDistX),fMinY + ((float)j * scale * fDistY), fResult[1]);
j=1;
while(j < iScreenWidth * iScale)
{
fResult[0] = Wrangle((i + 1) * scale - iOriginX,j * scale - iOriginY,iT);
fResult[1] = Wrangle(i * scale - iOriginX ,j * scale - iOriginY,iT);
glColor3f(0.0f,0.0f,0.75f - fResult[0]*10);
glVertex3f(fMinX + ((float)(i+1) * scale * fDistX),fMinY + ((float)j * scale * fDistY), fResult[0]);
glColor3f(0.0f,0.0f,0.75f - fResult[1]*10);
glVertex3f(fMinX + ((float)i * scale * fDistX),fMinY + ((float)j * scale * fDistY), fResult[1]);
j++;
}
}
glEnd();
i++;
}
}