void Drawer::Draw(int iT) { if(iScreenHeight*iScreenWidth == 0) float faObjectMap[iScreenHeight*iScreenWidth]; int j = 0; int i = 0; while(i < iScreenHeight - 1) { j=0; while(j < iScreenWidth) { faObjectMap[i*iScreenWidth + j] = Wrangle((float)(i-iOriginX),(float)(0-iOriginY),iT); j++; } i++; } i = 0; glColor3f(0.0f,0.0f,1.0f); while(i < iScreenHeight - 1) { float fResult; j = 0; glBegin(GL_TRIANGLE_STRIP); //glColor3f(1.0f-(float)i/128.0f,0.0f,0.0f); //Draws function map on the screen from the array created earlier glVertex3f(fMinX + (j * fDistX),fMinY + ((i+1) * fDistY),faObjectMap[i*iScreenWidth+j]); glVertex3f(fMinX + (j * fDistX),fMinY + (i * fDistY),faObjectMap[i*iScreenWidth+j]); j=1; while(j < iScreenWidth) { glVertex3f(fMinX + (j * fDistX),fMinY + ((i+1) * fDistY),faObjectMap[i*iScreenWidth+j]); glVertex3f(fMinX + (j * fDistX),fMinY + ((i) * fDistY),faObjectMap[i*iScreenWidth+j]); j++; } glEnd(); i++; } }