glutPostRedisplay();\r
}\r
\r
+\r
+int drawFloorRecurse = 10;\r
+\r
+void drawSquare(int recurseLevel, float x1, float y1, float x2, float y2) {\r
+\r
+ printf("%d, %d, %d, %d\n", x1, y2, x2, y2);\r
+\r
+ if ( drawFloorRecurse != recurseLevel ) {\r
+ float xm = (x1 + x2) / 2.0;\r
+ float ym = (y1 + y2) / 2.0;\r
+ int rnew = recurseLevel + 1;\r
+ printf("Recursing to level %d\n", rnew);\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 (%.10f, %.10f) -> (%.10f, %.10f)\n", x1, y2, x2, y2);\r
+ glBegin(GL_QUADS);\r
+ glVertex3f(x1, 0.0, y1);\r
+ glVertex3f(x1, 0.0, y2);\r
+ glVertex3f(x2, 0.0, y2);\r
+ glVertex3f(x2, 0.0, y1);\r
+ glEnd();\r
+ }\r
+\r
+}\r
+\r
/**\r
* Draw a floor.\r
*/\r
glVertex3fv(floorVertices[3]);\r
glEnd();*/\r
\r
-drawSquare(0, -1000, -1000, 1000, 1000);\r
+drawSquare(0, -1000.0, -1000.0, 1000.0, 1000.0);\r
\r
/*if (useTexture) {\r
glDisable(GL_TEXTURE_2D);\r
glEnable(GL_LIGHTING);\r
}\r
\r
-int drawFloorRecurse = 2;\r
/*void drawSquare(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2) {\r
drawSquare(0, x1, y1, x2, y2);\r
}*/\r
\r
-void drawSquare(int recurseLevel, GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2) {\r
-\r
- \r
-\r
- if ( drawFloorRecurse != recurseLevel ) {\r
- printf("Recurse level %d\n", 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)\n", x1, y2, x2, y2);\r
- glBegin(GL_QUADS);\r
- glVertex3f(x1, 0.0, y1);\r
- glVertex3f(x1, 0.0, y2);\r
- glVertex3f(x2, 0.0, y2);\r
- glVertex3f(x2, 0.0, y1);\r
- glEnd();\r
- }\r
-\r
-}\r
-\r
/**\r
* Display function\r
*/\r