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WWakerFAN

Sin wave quads

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for(int i=0;i<1;i+=STEP_SIZE) {
			for(int j=0;j<100;j+=STEP_SIZE) {
                glBegin(GL_QUADS);
                    glTexCoord2f(0,0);
                    glVertex3f(j,6,i+sin(50+(waterX+(j/STEP_SIZE*2+2)*5)*5 * M_PI/180));
                    glTexCoord2f(0,1);
                    glVertex3f(j,6,i+STEP_SIZE+sin(50+(waterX+(j/STEP_SIZE*2)*5)*5 * M_PI/180));
                    glTexCoord2f(1,1);
                    glVertex3f(j+STEP_SIZE,6,i+STEP_SIZE+sin(50+(waterX+(j/STEP_SIZE*2)*5)*5 * M_PI/180));
                    glTexCoord2f(1,0);
                    glVertex3f(j+STEP_SIZE,6,i+sin(50+(waterX+(j/STEP_SIZE*2+2)*5)*5 * M_PI/180));
                glEnd();
            }
		}
the probalem i'm having is each strip of quads seems to as if they are joined separately instead of acting like they're joined together

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The right hand edges of the first strip bases its height off of j while the left hand side of the second strip, which is at the same x & y coordinates bases its height off of j + STEP_SIZE.
for (int i=0; i < 1; i += STEP_SIZE)
{
for(int j=0; j < 100; j += STEP_SIZE)
{
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex3f(j, 6, i + sin(50 + (waterX + (j / STEP_SIZE * 2 + 2) * 5) * 5 * M_PI / 180));
glTexCoord2f(0, 1);
glVertex3f(j, 6, i + STEP_SIZE + sin(50 + (waterX + (j / STEP_SIZE * 2) * 5) * 5 * M_PI / 180));
glTexCoord2f(1, 1);
glVertex3f(j + STEP_SIZE, 6, i + STEP_SIZE + sin(50 + (waterX + ((j + STEP_SIZE) / STEP_SIZE * 2) * 5) * 5 * M_PI / 180));
glTexCoord2f(1, 0);
glVertex3f(j + STEP_SIZE, 6, i + sin(50 + (waterX + ((j + STEP_SIZE) / STEP_SIZE * 2 + 2) * 5) * 5 * M_PI/180));
glEnd();
}
}

Enigma

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