void calcVolume(realType depth) { if (alpha == 0) { volume += depth; return; } calcTriangle(depth, +1); calcTriangle(depth - 1.0, -1); calcTriangle(depth - tanAlpha, -1); }
void display(void){ //calcWheelVert(); calcTriangle(); glGenBuffers(NumBuffers, Buffers); glBindBuffer(GL_ARRAY_BUFFER, Buffers[ArrayBuffer]); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glGenVertexArrays(NumVAOs, VAOs); glBindVertexArray(VAOs[Triangles]); glVertexAttribPointer(vPosition, 2, GL_FLOAT, GL_FALSE, 0, (void*)0); glEnableVertexAttribArray(vPosition); //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); glClearColor(0.9, 0.9, 0.9, 1); glClear(GL_COLOR_BUFFER_BIT); drawTriangle(); glBindVertexArray(VAOs[Triangles]); glutSwapBuffers(); }
TriangularNumber::TriangularNumber(uint64_t init) : initialValue(init), triangularNumber(1L) { calcTriangle(); }
void TriangularNumber::set(uint64_t index) { initialValue = index; calcTriangle(); }