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void renderSphere(float cx, float cy, float cz, float r, int p) | |
{ | |
float theta1 = 0.0, theta2 = 0.0, theta3 = 0.0; | |
float ex = 0.0f, ey = 0.0f, ez = 0.0f; | |
float px = 0.0f, py = 0.0f, pz = 0.0f; | |
GLfloat vertices[p*6+6], normals[p*6+6], texCoords[p*4+4]; | |
if( r < 0 ) | |
r = -r; | |
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