glVertex3fv(floorVertices[3]);\r
glEnd();*/\r
\r
-drawSquare(0, -1000, -1000, 1000, 1000);\r
+drawSquare(1, -1000, -1000, 1000, 1000);\r
\r
/*if (useTexture) {\r
glDisable(GL_TEXTURE_2D);\r
glEnable(GL_LIGHTING);\r
}\r
\r
-int drawFloorRecurse = 10;\r
+int drawFloorRecurse = 2;\r
/*void drawSquare(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2) {\r
drawSquare(0, x1, y1, x2, y2);\r
}*/\r
printf("Recurse level %d\n", recurseLevel);\r
\r
if ( drawFloorRecurse != recurseLevel ) {\r
- GLfloat xm = (x2 - x1) / 2.0;\r
- if ( x1 > x2 ) {\r
- xm = (x1 - x2) / 2.0;\r
- }\r
-\r
- drawSquare(recurseLevel + 1, x1, y1, xm, y2);\r
- drawSquare(recurseLevel + 1, xm, y1, x2, y2);\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)\n", x1, y2, x2, y2);\r
glBegin(GL_QUADS);\r