angle = (int)(angle + 10) % 360;\r
//angle2 = (int)(angle2 + 10) % 360;\r
printf("Angle 1: %f, Angle 2: %f\n", angle, angle2);\r
- sleep(2);\r
+ sleep(25);\r
glutPostRedisplay();\r
}\r
\r
\r
void drawSquare(int recurseLevel, GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2) {\r
\r
- if ( drawFloorRecurse != recurseLevel ) {\r
- GLfloat xm = (x2 - x1) / 2;\r
- if ( x1 > x2 ) {\r
- xm = (x1 - x2) / 2;\r
- }\r
+ printf("Recurse level %d\n", recurseLevel);\r
\r
- drawSquare(recurseLevel + 1, x1, y1, xm, y2);\r
- drawSquare(recurseLevel + 1, xm, y1, x2, y2);\r
+ if ( drawFloorRecurse != recurseLevel ) {\r
+ GLfloat xm = (x1 + x2) / 2.0;\r
+ GLfloat ym = (y1 + y2) / 2.0;\r
+ int rnew = recurseLevel + 1;\r
+\r
+ // Split into four sub-quads\r
+ drawSquare(rnew, x1, y1, xm, ym);\r
+ drawSquare(rnew, x1, ym, xm, y2);\r
+ drawSquare(rnew, xm, ym, x2, y2);\r
+ drawSquare(rnew, xm, y1, x2, ym);\r
+ \r
} else {\r
- printf("Drawing (%f, %f) -> (%f, %f)", x1, y2, x2, y2);\r
+ printf("Drawing (%f, %f) -> (%f, %f)\n", x1, y2, x2, y2);\r
glBegin(GL_QUADS);\r
glVertex3f(x1, 0.0, y1);\r
glVertex3f(x1, 0.0, y2);\r