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- ' Von Bon Koch
- ' Written by Scott Brosious
- const width = 640, height = 480
-
- dim a: a = 84 ' Start using this angle
- dim nops
- nops = 256
- dim mainloop
- mainloop = 20
- dim ang(339)
-
- ang(0) = 0
- ang(1) = 72
- ang(2) = 288
- ang(3) = 0
-
- dim p,s,f,i,j
-
- p = 4 ' Point to where you are at
-
- s = 0:f = 3 ' Start and Finish where you are calculating sets of 4
-
- for j = 0 to mainloop
- for i = s to f
-
- ang(p) = ang(i)
- ang(p + 4) = ang(i) + 72
- ang(p + 8) = ang(i) - 72
- ang(p + 12) = ang(i)
-
- p = p + 1
-
- next
-
- p = p + 12
-
- s = s + 4
- f = s + 3
-
- next
-
- ' Set 2D mode
- glMatrixMode (GL_PROJECTION)
- glLoadIdentity ()
- glOrtho (0, width, 0, height, -1, 1)
- glMatrixMode (GL_MODELVIEW)
- glDisable (GL_DEPTH_TEST)
-
- ' Clear screen
- glClear (GL_COLOR_BUFFER_BIT)
-
- dim lenght
- lenght = 13 ' Lenght of vector (magnitude)
-
- dim xs#(nops) ' Screen x & y location on the screen
- dim ys#(nops) ' Add one for last pixel
-
- xs#(0) = 0 ' Start drawing from here
- ys#(0) = height / 2
-
- dim xv#,yv#
-
- ' Draw some lines
- glBegin (GL_LINES)
-
- for i = 0 to (nops -1)
-
- xv# = xs#(i) + cosd(ang(a)) * lenght
- yv# = ys#(i) + sind(ang(a)) * lenght
-
- glColor3f (1, 1, 1)
- glVertex2f (xs#(i),ys#(i))
- glVertex2f (xv#,yv#)
-
- xs#(i + 1) = xv#
- ys#(i + 1) = yv#
-
- a = a + 1 ' Progess through the angles
-
- next
-
- glEnd ()
-
- ' Display output
- SwapBuffers ()
-
-