How to? Some bright spark recently posted a method on these boards, now I can't find it for the life of me.
Unfilled ovals?
BlitzMax Forums/BlitzMax Beginners Area/Unfilled ovals?Graphics 640,480,0 While Not KeyHit(KEY_ESCAPE) DrawOvalUnfilled Rand(0,640),Rand(0,480),Rand(10,100),Rand(10,100) Flip FlushMem Wend End Function DrawOvalUnfilled( x0#,y0#,w#,h# ) Local xr#=(w)*.5 Local yr#=(h)*.5 Local segs=Abs(xr)+Abs(yr) segs=Max(segs,12)&~3 x0:+xr y0:+yr Local px#,py# glBegin GL_LINES For Local i=0 Until segs+1 Local th#=i*360#/segs Local x#=x0+Cos(th)*xr Local y#=y0-Sin(th)*yr If i>0 glVertex2f px,py glVertex2f x,y EndIf px# = x py# = y Next glEnd End Function
Ta very much guys!
Another way:
Graphics 400,300,0 ' outlined glPolygonMode(GL_FRONT, GL_LINE) SetColor 200,0,0 DrawOval 80,60,70,80 ' filled glPolygonMode(GL_FRONT, GL_FILL) SetColor 0,200,0 DrawOval 230,90,70,80 ' dotted glPolygonMode(GL_FRONT, GL_POINT) SetColor 0,0,200 DrawOval 160,180,70,80 Flip WaitKey EndIt would be nice if max had a SetDrawMode in a similar way to how SetBlend works.
Ah like that method Jim.
Now if you can come up with one for Arcs...