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That was what I suspected, since I do know a little OpenGL, but the documentation doesn't talk about that at all. Is it fair to assume that everything in Vizard simply reflects the analogous call in OpenGL?
BTW, I realized I'd made a basic trigonometry error: cos should be paired with the x value, and sin paired with the y. That would wind counter-clockwise, and was what I had intended. I don't know how that vertex line got doubled, but thanks for pointing it out. |
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