float a, b, length, alpha;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
// Disable depth buffer filling
glDepthMask(GL_FALSE);
// Start drawing our random lines (polygons with noise texture)
glBegin(GL_QUADS);
for (int i=0; i<2000; i++)
{
a = -10+((float)rand()/RAND_MAX)*120;
b = ((float)rand()/RAND_MAX)*120;
length = ((float)rand()/RAND_MAX)*20;
alpha = ((float)rand()/RAND_MAX);
glColor4f(1, 1, 1, alpha);
glVertex2f(a, b);
glVertex2f(a+length, b);
glVertex2f(a+length, b-0.2);
glVertex2f(a, b-0.2);
}
glEnd();
glFlush();