* @param z2 bottom-left z
*/
void drawSquare(int recurseLevel, float x1, float z1, float x2, float z2) {
-
+/*
if ( drawFloorRecurse != recurseLevel ) {
// Calculate middle points
float xm = (x1 + x2) / 2.0;
// Draw square.
// **NOTE: Is the polygon facing in the right direction?
- if ( (x1 - x2) / (z1 - z2)) {
- printf("Ratio: %f\n", (x1 - x2) / (z1 - z2));
- }
+ float xm = (x1 + x2) / 2.0;
+ drawSquare(recurseLevel, )
- //printf("Drawing square (%f, %f), (%f, %f), (%f, %f), (%f, %f)\n", x1, z1, x1, z2, x2, z2, x2, z1);
glBegin(GL_QUADS);
glNormal3f(0,1,0);
glVertex3f(x1, 0.0, z1);
glVertex3f(x2, 0.0, z2);
glVertex3f(x2, 0.0, z1);
glEnd();
- }
+ }*/
+
+ unsigned int GridSizeX = 16;
+ unsigned int GridSizeY = 16;
+ unsigned int SizeX = 8;
+ unsigned int SizeY = 8;
+
+ glBegin(GL_QUADS);
+ for (unsigned int x =0;x<GridSizeX;++x)
+ for (unsigned int y =0;y<GridSizeY;++y)
+ {
+ if ((x+y)&0x00000001) //modulo 2
+ glColor3f(1.0f,1.0f,1.0f); //white
+ else
+ glColor3f(0.0f,0.0f,0.0f); //black
+
+ glVertex3f( x*SizeX,0.0, y*SizeY);
+ glVertex3f((x+1)*SizeX,0.0, y*SizeY);
+ glVertex3f((x+1)*SizeX,0.0, (y+1)*SizeY);
+ glVertex3f( x*SizeX,0.0, (y+1)*SizeY);
+
+ }
+ glEnd();
}