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- glVertex2f(cx, cy);
- float range_of_sector=0.5;
- int ii;
- for(ii = 0; ii < num_segments; ii++)
- {
- float theta = 2.0f * 3.1415926f * range_of_sector * (float)(ii) / (float)(num_segments);/
- float x = r * cosf(theta);//calculate the x component
- float y = r * sinf(theta);//calculate the y component
- glVertex2f(x + cx, y + cy);//output vertex
- }
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