Reputation: 1125
I'm new to OpenGL and my question seems to be very simple, but I haven't found propper inforamtion yet.
I'm trying to build my own cone by rotating a triangle around the y-axis.
I've got some (x,y) coordinates which describes the triangle. As I understood, I have to convert them to (x,y,z)
like (x*cos(alpha), x*sin(alpha),y)
, where alpha
is between [0, 2Pi]
with some step (let it be Pi/36
)
Next, I have to enumerate obtained vertices to tell OpenGL how to connect them.
So, my question is about how to enumerate them correctly.
Upvotes: 0
Views: 165
Reputation: 1937
The question has nothing to do with OpenGL; This cone will be without basis.
First create vertices
int density = 10;
float3 vertices[];
vertices.add(float3(0,0,1));
for(int i=0; i<=density; i++) {
float alpha = i*2*PI/density
vertices.add(float3(cos(alpha), sin(alpha), 0));
}
Then create indices and triangles
int indices[];
for(int i=0; i<density; i++) {
//add triangle
indices.add(0);
indices.add(i);
indices.add(i+1);
}
Then you have to use data from vertices[]
and indices[]
during drawing.
Upvotes: 1