int count = [vertices count] * 8;
GLVertices = (GLfloat *)malloc(count * sizeof(GLfloat));
int currIndex = 0;
for (NSValue *locationValuetl in vertices) {
CGPoint loc = locationValuetl.pointValue;
GLVertices[currIndex++] = loc.x;
GLVertices[currIndex++] = loc.y;
}
for (NSValue *locationValuetr in vertices) {
CGPoint loc = locationValuetr.pointValue;
GLVertices[currIndex++] = loc.x;
GLVertices[currIndex++] = loc.y;
}
for (NSValue *locationValuell in vertices) {
CGPoint loc = locationValuell.pointValue;
GLVertices[currIndex++] = loc.x;
GLVertices[currIndex++] = loc.y;
}
for (NSValue *locationValuelr in vertices) {
CGPoint loc = locationValuelr.pointValue;
GLVertices[currIndex++] = loc.x;
GLVertices[currIndex++] = loc.y;
}
int distance1 = sqrt(GLVertices[currIndex - 1]*GLVertices[currIndex - 9] + GLVertices[currIndex]*GLVertices[currIndex - 8]);
if (distance1 > brushSize/4) {
//need to do something here
}