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Nov 27th, 2015
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  1.  glVertex2f(cx, cy);
  2.  
  3.  float range_of_sector=0.5;
  4.   int ii;
  5.     for(ii = 0; ii < num_segments; ii++)
  6.     {
  7.       float theta = 2.0f * 3.1415926f * range_of_sector * (float)(ii) / (float)(num_segments);/
  8.         float x = r * cosf(theta);//calculate the x component
  9.         float y = r * sinf(theta);//calculate the y component
  10.  
  11.         glVertex2f(x + cx, y + cy);//output vertex
  12.  
  13.     }
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