- for(k = 0; k<=latitudes; k++)
- {
- j=k-latitudes/2.0 -1.0;
- glBegin(GL_TRIANGLE_STRIP);
- for(i = 0; i<=longitudes; i++)
- {
- p0[0]=radius*sin(latDist*j); //x1
- p0[1]=radius*cos(latDist*j)*sin(longDist*i); //y1
- p0[2]=radius*cos(latDist*j)*cos(longDist*i); //z1
- p1[0]=radius*sin(latDist*(j+1)); //x2
- p1[1]=radius*cos(latDist*(j+1))*sin(longDist*i); //y2
- p1[2]=radius*cos(latDist*(j+1))*cos(longDist*i); //z2
- if(i%2==0) glTexCoord2f(0,0);
- else glTexCoord2f(1,0);
- glVertex3d(p0[0], p0[1], p0[2]);
- if(i%2==0) glTexCoord2f(0,1);
- else glTexCoord2f(1,1);
- glVertex3d(p1[0], p1[1], p1[2]);
- }
- glEnd();
- }