do you mean to be drawing a 2D primitive or a 3D one? If 2D, drop the z coord and use glVertex2fv.
Now, as for 'jagged', you'd need to provide a link to a picture. I can imagine you are rendering a disc, and it doesn't look as smooth as you'd like -- but I don't know if you mean 'jagged' as at-the-vertices, or 'jagged' as in the-triangle-edges?
If I read this correct, you are creating a 20-sided disc approximation. that's 5 triangles per quarter, 18 degrees per triangle. That's not a very smooth arc. You want smooth? Try using using more like 3 degrees per triangle (which would == 120 triangles vs your 20), or more. That should work. If it makes no difference, then something else is very wrong. (20 vs 120 should be an immediate, visible difference. have it render BOTH side by side, you should see the difference...).
-d
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by: ikeworkPosted on 2005-12-10 at 04:38:09ID: 15458373
hi xargon,
do you use the lighting? if so, you will need to define normals for your vertices too.
this can make surfaces much smoother...
depending on the kind of surface, you can use normal-interpolation to get better effects too...
ike