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Nov 13th, 2019
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  1. float lats = 0;
  2. float longs = 0;
  3. float delta = (2 * 3.14159) / stacks;
  4. float theta = 3.14/ segs;
  5. float x = 0;
  6. float y = 0;
  7. float z = 0;
  8.  
  9. for (float i = 0; i < segs; i++){
  10. for (float j = 0; j < stacks ; j++) {
  11. glBegin(GL_QUADS);
  12. x = cosf(longs)*sinf(lats);
  13. y = cosf(lats);
  14. z = sinf(longs)*sinf(lats);
  15. glNormal3f(x, y, z);
  16. glTexCoord2f((1.0f / stacks) * j, (1.0f / segs) * i);
  17. glVertex3f(x, y, z);
  18.  
  19. lats += theta;
  20. x = cosf(longs)*sinf(lats);
  21. y = cosf(lats);
  22. z = sinf(longs)*sinf(lats);
  23. glNormal3f(x, y, z);
  24. glTexCoord2f((1.0f / stacks) * j, (1.0f / segs) * (i + 1));
  25. glVertex3f(x, y, z);
  26.  
  27. longs -= delta;
  28. x = cosf(longs)*sinf(lats);
  29. y = cosf(lats);
  30. z = sinf(longs)*sinf(lats);
  31. glNormal3f(x, y, z);
  32. glTexCoord2f((1.0f / stacks) * (j + 1), (1.0f / segs) * (i + 1));
  33. glVertex3f(x, y, z);
  34.  
  35. lats -= theta;
  36. x = cosf(longs)*sinf(lats);
  37. y = cosf(lats);
  38. z = sinf(longs)*sinf(lats);
  39. glNormal3f(x, y, z);
  40. glTexCoord2f((1.0f / stacks) * (j + 1), (1.0f / segs) * i);
  41. glVertex3f(x, y, z);
  42. }
  43. lats += theta;
  44. longs = 0;
  45. }
  46. glEnd();
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