- float c = cos(sdir);
- float s = sin(sdir);
- glBegin(GL_QUAD_STRIP);
- glVertex3f(0, 0, 0);
- glVertex3f(0, 0, 0.01);
- glVertex3f(c*par_dist, s*par_dist, 0);
- glVertex3f(c*par_dist, s*par_dist, 0.01);
- glVertex3f(pointer.x-spoint.x, pointer.y-spoint.y, 0);
- glVertex3f(pointer.x-spoint.x, pointer.y-spoint.y, 0.01);
- /*glVertex3f(s*perp_dist, -c*perp_dist, 0);
- glVertex3f(s*perp_dist, -c*perp_dist, 0.01);*/
- glVertex3f(0, 0, 0);
- glVertex3f(0, 0, 0.01);
- glEnd();
+ float c = cos(start.rotation);
+ float s = sin(start.rotation);
+ bld.begin(GL::QUAD_STRIP);
+ bld.vertex(0, 0, 0);
+ bld.vertex(0, 0, 0.01);
+ bld.vertex(c*par_dist, s*par_dist, 0);
+ bld.vertex(c*par_dist, s*par_dist, 0.01);
+ bld.vertex(ground_pointer.x-start.position.x, ground_pointer.y-start.position.y, 0);
+ bld.vertex(ground_pointer.x-start.position.x, ground_pointer.y-start.position.y, 0.01);
+ bld.vertex(0, 0, 0);
+ bld.vertex(0, 0, 0.01);
+ bld.end();