void RenderDome()
{
#define PI 3.1415926535897932384626433832795
#define K1 PI/20.f
#define K2 PI/20.f
#define R 100
GLfloat i,j;
GLfloat x,y,z;
static int t1,t2;
for (u=0;u<=PI;u+=K1)
{
glBegin(GL_QUAD_STRIP);
for (v=0;v<=PI+K2;v+=K2)
{
x=R*cos(i)*sin(i);
y=R*sin(i)*sin(i);
z=R*cos(j);
glVertex3f(x,y,z);
x=R*cos(i+K1)*sin(j);
y=R*sin(i+K1)*sin(j);
glVertex3f(x,y,z);
}
glEnd();
}
}
So, how would generate the texture coordinates from this? Any ideas? Thanks.






