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.