That would still be an approximation, just of a different kind (a
pixelated approximation).

Consider texturing a bitmap circle into a triangle (why bother with a
square when QL_QUADS is not supported in OpenGL-ES), when the triangle
is very close to the observer or at an angle close parallel to the Z
axis, the texels near the camera can become quite blocky. Of course
you can use a bigger bitmap.

The question would then become what is less work for the GPU, shifting
around a big texture, or rendering more vertexes?

Regards,
Keean.

On Sep 2, 2:52 pm, Streets Of Boston <[email protected]> wrote:
> Doesn't this give you an approximation of a circle?
>
> If you want a true circle, you could try to create a square with a
> texture on top, where the texture is an image of a circle.
>
> On Sep 2, 3:41 am, Keean Schupke <[email protected]> wrote:
>
>
>
> > Hi,
>
> > Use a TRIANGLE_FAN and compute the coordinates to put in your array
> > buffer or VBO using the formula:
>
> > x = cos r
> > y = sin r
>
> > where r goes from 0 to 2*PI in whatever step size you like. This will
> > give you an anti-clockwise circle.
>
> > Regards,
> > Keean.
>
> > On Sep 2, 8:16 am, "Frank von Daak" <[email protected]> wrote:
>
> > > Hi!
>
> > > I'm new to openGL and I have done some first tests with drawing a 
> > > triangle...
> > > Now I would like to draw a circle, which is filled with a texture, but I 
> > > have
> > > no idea, how to do so.
> > > Can someone of you give me a hint?
>
> > > Thank you very much!
> > > Frank
>
> > > --
> > > Name:   Frank von Daak
> > > eMail:  [email protected]
> > > "Enjoy yourself - it's later than you think!"- Hide quoted text -
>
> > - Show quoted text -
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