- for i:=0 to n do
- begin
- theta3 := i * TWOPI / n;
- e[0] := cos(theta2) * cos(theta3);
- e[1] := sin(theta2);
- e[2] := cos(theta2) * sin(theta3);
- p[0] := c[0] + r * e[0];
- p[1] := c[1] + r * e[1];
- p[2] := c[2] + r * e[2];
- glNormal3f(e[0],e[1],e[2]);
- glTexCoord2f(i/n,2*(j+1)/n);
- glVertex3f(p[0],p[1],p[2]); -> ist ein punkt.
- e[0] := cos(theta1) * cos(theta3);
- e[1] := sin(theta1);
- e[2] := cos(theta1) * sin(theta3);
- p[0] := c[0] + r * e[0];
- p[1] := c[1] + r * e[1];
- p[2] := c[2] + r * e[2];
- glNormal3f(e[0],e[1],e[2]);
- glTexCoord2f(i/n,2*j/n);
- glVertex3f(p[0],p[1],p[2]); ist auch ein punkt.
- end;