#include <GL/gl.h> #include <GL/glaux.h> #define PI 3.1415926535897 int main(int argc, char** argv){ auxInitDisplayMode (AUX_SINGLE | AUX_RGBA); auxInitPosition (0, 0, 300, 300); auxInitWindow(argv[0]); glClearColor(1.0,0.0,1.0,0.5);//magenta // glClearDepth(0.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // specify the point size in pixel. // non-antialiasing defaultly. glPointSize(5.0); //paint a ploygon on the screen. glBegin(GL_POINTS); glColor3f(0.0,0.0,0.0); glVertex2f(0.0,0.0);//v0 glVertex2f(0.1,0.1);//v1 glVertex2f(0.2,0.1);//v2 glVertex2f(0.4,0.0);//v3 glVertex2f(0.5,-0.1);//v4 glEnd(); // draw a stipple lines. glEnable(GL_LINE_STIPPLE); glLineStipple(1,0xAAAA); glBegin(GL_LINES); glVertex2f(0.0,0.0); glVertex2f(0.0,0.5); //glDisable(GL_LINE_STIPPLE); glEnd(); glDisable(GL_LINE_STIPPLE); glBegin(GL_LINE_LOOP); //draw a circle with specific points. int circle_points = 100; float angle = 0; int i = 0; for(i = 0;i<circle_points;i++) { // draw with yellow and black in turn. if(i%2==0){ glColor3f(1.0,1.0,0.0); }else{ glColor3f(0.0,0.0,0.0); } angle = 2*i*PI/circle_points; //the cos and sin will occupy hole screen. glVertex2f(0.5*cos(angle),0.5*sin(angle)); } glEnd(); //must add this to flush the buffer, so we can see the new picture. glFlush(); Sleep(5000); }