void glBezier(int x1,int y1,int x2,int y2,int x3,int y3,double z=1){
glBegin(glLS); z/=max(ptdis(x1,y1,x3,y3),ptdis(x2,y2,x3,y3)); for(double i=0;i<=1;i+=z){ if(i>1) i=1; glVertex2f(x1+((x2-x1)*2+(x1-x2*2+x3)*i)*i,y1+((y2-y1)*2+(y1-y2*2+y3)*i)*i);} glEnd(); }void glBeziers(vector<int>&X,double z=1){ glBegin(glLS); vector<int>Y; int s=X.size()-2; z/=ptdis(X[0],X[1],X[s-1],XBezier
Posted by s on Sept. 4, 2008, 7:21 p.m.
Do it with shaders
but if the validity of your existence can be determined, is it really valid?
I should probably learn about these shaders you speak of first, I've delayed such knowledge long enough
Validity is valid