I have help in the following code for drawing a 3D 1/4 hollow cylinder, much like a piece of paper with sides folded upwards. But not sure how to render it using triangles, anyone can help? also, i need the normal as i am using lighting but does that mean every point on the surface have to find a normal? how to do that?
// Generic 3-float vertex struct
struct Point{
float x, y, z;};
// 50 vertices along the arc, 100 vertices in length
Point VertexGrid[50][100];
// This is the angle variablefloat
t;
// Fill the grid
for (int z = 0; z < 100; z++)
// loop for the length of it
{ t = 0.0f;
for (int x = 0; x < 50; x++)
// loop from right to left
{
// Have t increment from 0 rads to PI over the width
t = (float)x / 49 * PI;
VertexGrid[x][z].x = cos(t)*radius; VertexGrid[x][z].y = -sin(t)radius; VertexGrid[x][z].z = -(float)z /99length;
}
}
[This message has been edited by coda (edited 01-12-2004).]
[This message has been edited by coda (edited 01-12-2004).]