rendered paste bodyvoid Drawer::Draw(float iT)
{
int i = 0;
glColor3f(0.0f,0.0f,1.0f);
static std::vector<float> grid;
grid.resize(iScreenHeight * iScreenWidth);
for (int i = 0; i < iScreenHeight; ++i)
for (int j = 0; j < iScreenWidth; ++j)
grid[i * iScreenWidth + j] = Wrangle(i*64./iScreenWidth - iOriginX, j*64./iScreenHeight - iOriginY, iT);
while(i < iScreenHeight - 1)
{
float fResult[2];
int j = 0;
//glColor3f(0.0f,0.0f,(float)i/128.0f);
glBegin(GL_TRIANGLE_STRIP);
{
fResult[0] = grid[(i + 1) * iScreenWidth];
fResult[1] = grid[i * iScreenWidth];
glColor3f(0.0f,0.0f,0.75f - fResult[0]*10);
glVertex3f(fMinX+((float)(i+1) * fDistX),fMinY + ((float)j*fDistY),fResult[0]);
glColor3f(0.0f,0.0f,0.75f - fResult[1]*10);
glVertex3f(fMinX + ((float)i * fDistX),fMinY + ((float)j * fDistY), fResult[1]);
j=1;
while(j < iScreenWidth)
{
fResult[0] = grid[(i + 1) * iScreenWidth + j];
fResult[1] = grid[i * iScreenWidth + j];
glColor3f(0.0f,0.0f,0.75f - fResult[0]*10);
glVertex3f(fMinX + ((float)(i+1) * fDistX),fMinY + ((float)j * fDistY), fResult[0]);
glColor3f(0.0f,0.0f,0.75f - fResult[1]*10);
glVertex3f(fMinX + ((float)i * fDistX),fMinY + ((float)j * fDistY), fResult[1]);
j++;
}
}
glEnd();
i++;
}
}