void renderCore(const Point &pos, F32 size, const Color *coreColor) { U32 time = gClientGame->getCurrentTime(); //glColor(Colors::gray80); //drawSquare(pos, size); //glColor(coreColor); //drawSquare(pos, size / 2); F32 t = F32(time & 511) / 512.f * Float2Pi; for(F32 rotate = 0; rotate < Float2Pi; rotate += Float2Pi / 5 + 0.01f) { glBegin(GL_LINE_LOOP); for(F32 theta = 0; theta < Float2Pi; theta += 0.2f) { F32 x = cos(theta + t) * size; F32 y = sin(theta + t) * size * 2; glColor(coreColor, theta / Float2Pi); glVertex2f(pos.x + cos(rotate) * x + sin(rotate) * y, pos.y + sin(rotate) * x - cos(rotate) * y); } glEnd(); } /*for(S32 i = 0; i < 30; i++) { F32 R = 24; F32 r = -14; F32 t = (F32)Platform::getRealMilliseconds() / 100.0f + 3 * i; F32 p = -9; // -19 12 F32 x = (R+r)*cos(t) + p*cos((R+r)*t/r); F32 y = (R+r)*sin(t) + p*sin((R+r)*t/r); glBegin(GL_POINTS); glVertex2f(pos.x + x, pos.y + y); glEnd(); }*/ }