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Fixup: texture coordinate is actually 1D.
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@ -149,7 +149,7 @@ class Disk(object):
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delta = 2 * pi / res
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delta = 2 * pi / res
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self.vertex_count = (res + 1) * 2
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self.vertex_count = (res + 1) * 2
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# Need padding to make the last vertex render correctly... why?
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# Need padding to make the last vertex render correctly... why?
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buffer = (self.vertex_count * 3 + 2) * [0]
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buffer = self.vertex_count * 3 * [0]
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for i in range(res):
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for i in range(res):
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theta = delta * i
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theta = delta * i
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x, y = cos(theta), sin(theta)
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x, y = cos(theta), sin(theta)
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@ -163,7 +163,7 @@ class Disk(object):
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glEnableClientState(GL_VERTEX_ARRAY)
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glEnableClientState(GL_VERTEX_ARRAY)
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glEnableClientState(GL_TEXTURE_COORD_ARRAY)
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glEnableClientState(GL_TEXTURE_COORD_ARRAY)
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glVertexPointer(3, GL_FLOAT, 12, 0)
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glVertexPointer(3, GL_FLOAT, 12, 0)
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glTexCoordPointer(3, GL_FLOAT, 12, 8)
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glTexCoordPointer(1, GL_FLOAT, 12, 8)
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glDrawArrays(GL_TRIANGLE_STRIP, 0, self.vertex_count)
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glDrawArrays(GL_TRIANGLE_STRIP, 0, self.vertex_count)
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glBindBuffer(GL_ARRAY_BUFFER, 0)
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glBindBuffer(GL_ARRAY_BUFFER, 0)
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