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-rw-r--r--src/jogl/classes/jogamp/opengl/glu/GLUquadricImpl.java16
1 files changed, 8 insertions, 8 deletions
diff --git a/src/jogl/classes/jogamp/opengl/glu/GLUquadricImpl.java b/src/jogl/classes/jogamp/opengl/glu/GLUquadricImpl.java
index 5eb73cd2e..3f8a76535 100644
--- a/src/jogl/classes/jogamp/opengl/glu/GLUquadricImpl.java
+++ b/src/jogl/classes/jogamp/opengl/glu/GLUquadricImpl.java
@@ -223,7 +223,7 @@ public class GLUquadricImpl implements GLUquadric {
* GLU.LINE: Quadrics are rendered as a set of lines.
*
* GLU.SILHOUETTE: Quadrics are rendered as a set of lines, except that edges
- * separating coplanar faces will not be drawn.
+ * separating coplanar faces will not be drawn.
*
* GLU.POINT: Quadrics are rendered as a set of points.
*
@@ -234,8 +234,8 @@ public class GLUquadricImpl implements GLUquadric {
}
/**
- * specifies what kind of normals are desired for quadrics.
- * The legal values are as follows:
+ * specifies what kind of normals are desired for quadrics.
+ * The legal values are as follows:
*
* GLU.NONE: No normals are generated.
*
@@ -252,7 +252,7 @@ public class GLUquadricImpl implements GLUquadric {
/**
* specifies what kind of orientation is desired for.
- * The orientation values are as follows:
+ * The orientation values are as follows:
*
* GLU.OUTSIDE: Quadrics are drawn with normals pointing outward.
*
@@ -495,10 +495,10 @@ public class GLUquadricImpl implements GLUquadric {
glNormal3f(gl, 0.0f, 0.0f, -1.0f);
}
}
-
+
da = 2.0f * PI / slices;
dr = (outerRadius - innerRadius) / loops;
-
+
switch (drawStyle) {
case GLU.GLU_FILL:
{
@@ -916,7 +916,7 @@ public class GLUquadricImpl implements GLUquadric {
}
/**
- * draws a sphere of the given radius centered around the origin.
+ * draws a sphere of the given radius centered around the origin.
* The sphere is subdivided around the z axis into slices and along the z axis
* into stacks (similar to lines of longitude and latitude).
*
@@ -1188,7 +1188,7 @@ public class GLUquadricImpl implements GLUquadric {
*/
private void normal3f(GL gl, float x, float y, float z) {
float mag;
-
+
mag = (float)Math.sqrt(x * x + y * y + z * z);
if (mag > 0.00001F) {
x /= mag;