void Drawer::Draw(float iT) { int i = 0; glColor3f(0.0f,0.0f,1.0f); int iScale = 4; float scale = 1. / iScale; while(i < iScreenHeight * iScale - 1) { float fResult[2]; int j = 0; //glColor3f(0.0f,0.0f,(float)i/128.0f); glBegin(GL_TRIANGLE_STRIP); { fResult[0] = Wrangle((i + 1)*scale - iOriginX,- iOriginY,iT); fResult[1] = Wrangle(i*scale - iOriginX ,- iOriginY,iT); glColor3f(0.0f,0.0f,0.75f - fResult[0]*10); glVertex3f(fMinX+((float)(i+1) * scale * fDistX),fMinY + ((float)j*scale*fDistY),fResult[0]); glColor3f(0.0f,0.0f,0.75f - fResult[1]*10); glVertex3f(fMinX + ((float)i * scale * fDistX),fMinY + ((float)j * scale * fDistY), fResult[1]); j=1; while(j < iScreenWidth * iScale) { fResult[0] = Wrangle((i + 1) * scale - iOriginX,j * scale - iOriginY,iT); fResult[1] = Wrangle(i * scale - iOriginX ,j * scale - iOriginY,iT); glColor3f(0.0f,0.0f,0.75f - fResult[0]*10); glVertex3f(fMinX + ((float)(i+1) * scale * fDistX),fMinY + ((float)j * scale * fDistY), fResult[0]); glColor3f(0.0f,0.0f,0.75f - fResult[1]*10); glVertex3f(fMinX + ((float)i * scale * fDistX),fMinY + ((float)j * scale * fDistY), fResult[1]); j++; } } glEnd(); i++; } }