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what is the easiest way to render a circle?


memcallen

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That depends entirely on what, exactly, you're doing.

My best guess is that you want a texture file and to draw it with the tessellator.

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Yes, it's called DynamicTexture, which is still rendered as a quad with the tessellator.

 

Protip:

It is easier to draw a circle with MSPaint and save it as a texture file than to programatically generate the pixel data one pixel at a time.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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Hi

 

This code snippet may help, if all you want to do is draw a circle (ring)

 

  /**
   * Draw an arc centred around the zero point.  Setup translatef, colour and line width etc before calling.
   * @param radius
   * @param startAngle clockwise starting from 12 O'clock (degrees)
   * @param endAngle (degreesO
   */
  void drawArc(double radius, double startAngle, double endAngle, double zLevel)
  {
    final double angleIncrement = Math.toRadians(10.0);
    float direction = (endAngle >= startAngle) ? 1.0F : -1.0F;
    double deltaAngle = Math.abs(endAngle - startAngle);
    deltaAngle %= 360.0;

    startAngle -= Math.floor(startAngle/360.0);
    startAngle = Math.toRadians(startAngle);
    deltaAngle = Math.toRadians(deltaAngle);

    GL11.glBegin(GL11.GL_LINE_STRIP);

    double x, y;
    double arcPos = 0;
    boolean arcFinished = false;

    do {
      double truncAngle = Math.min(arcPos, deltaAngle);
      x = radius * Math.sin(startAngle + direction * truncAngle);
      y = -radius * Math.cos(startAngle + direction * truncAngle);
      GL11.glVertex3d(x, y, zLevel);

      arcFinished = (arcPos >= deltaAngle);
      arcPos += angleIncrement;
    } while (!arcFinished && arcPos <= Math.toRadians(360.0));      // arcPos test is a fail safe to prevent infinite loop in case of problem with angle arguments
    GL11.glEnd();
  }

 

-TGG

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