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Author: theagentd (posted 2017-03-15 22:37:06, viewed 1141 times)

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glUniformMatrix4fv(matrixLocation, false, matrixBuffer); //usually a standard ortho matrix
glUniform2f(positionLocation, x, y); //position in the world
glUniform2f(radiiLocation, 200, 300); //inner and outer radius
glUniform1f(stepsLocation, 16); //number of dashes to add
glUniform1f(aaWidthLocation, 1); //width of antialiasing, lower than 1.0 will cause flickering so keep >=1.0
glUniform1f(stepRotationLocation, rotation); //rotation as a value from 0.0 to 1.0, repeats in both directions (-5.5 = 0.5 = 34.5)
glUniform1f(dashLengthLocation, 0.75f); //the length of the dashes as a fraction of the length of each dash segment
glUniform4f(colorLocation, 1, 1, 1, 1); //the filled color
glUniform4f(dashColorLocation, 0, 0, 0, 0); //the dash color





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