Jump to content

Recommended Posts

Posted

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.

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.

Posted

I was planning on using the tessellator but I wasn't sure if there was some open GL wizardry that could draw a circle instead of me making a texture for it. Or some other renderer that can handle circles.

The proud(ish) developer of Ancients

Posted

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.

Posted

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

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.