I want to draw a circle in a specific position using the coordinates of the centre of the circle and its radius. All the methods that i found are using glut and none of them position the circle in a specific point. I wanna mention that I'm new to this things and if I'm doing something wrong, I would be happy to know it. This is what I did so far:
class Constructor
Mesh::Mesh(Vertex * vertices, unsigned int numVertices) {
m_drawCont = numVertices;
glGenVertexArrays(1, &m_vertexArrayObject);
glBindVertexArray(m_vertexArrayObject);
glGenBuffers(NUM_BUFFERS, m_vertexArrayBuffers);
glBindBuffer(GL_ARRAY_BUFFER, m_vertexArrayBuffers[POSITION_VB]);
//PUT ALL OF OUR VERTEX DATA IN THE ARRAY
glBufferData(GL_ARRAY_BUFFER, numVertices * sizeof(vertices[0]), vertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindVertexArray(0);
}
Draw Circle Method
void Mesh::DrawCircle() {
glBindVertexArray(m_vertexArrayObject);
glDrawArrays(GL_LINE_LOOP, 0, m_drawCont);
glBindVertexArray(0);
}
Main method
int main(int argc, char **argv) {
Display display(800, 600, "Window1");
Shader shader("./res/basicShader");
Vertex vertices2[3000];
for (int i = 0; i < 3000; i++) {
vertices2[i] = Vertex(glm::vec3(cos(2 * 3.14159*i / 1000.0), sin(2 * 3.14159*i / 1000.0), 0));
}
Mesh mesh3(vertices2, sizeof(vertices2) / sizeof(vertices2[0]));
while (!display.IsClosed()) {
display.Clear(0.0f, 0.15f, 0.3f, 1.0f);
shader.Bind();
mesh3.DrawCircle();
display.Update();
}
}
And this is the output image