Lines Matching refs:width

42           width - width of gear
49 gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
71 glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
72 glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
74 glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
75 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
86 glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
87 glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
88 glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
89 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
99 glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
100 glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
102 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
103 glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
114 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
115 glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5);
116 glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
117 glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
126 glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
127 glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
134 glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
135 glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
137 glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
138 glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5);
142 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
143 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
147 glVertex3f(r1 * cos(0), r1 * sin(0), width * 0.5);
148 glVertex3f(r1 * cos(0), r1 * sin(0), -width * 0.5);
159 glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
160 glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
317 reshape(int width, int height)
319 GLfloat h = (GLfloat) height / (GLfloat) width;
321 glViewport(0, 0, (GLint) width, (GLint) height);