Pro OpenGL ES for iOS

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CHAPTER 4: Turning On the Lights (^101)
// Get x-y-z for the first vertex of stack.
vPtr[0] = m_ScalecosPhi0 cosTheta;
vPtr[1] = m_ScalesinPhi0m_Squash;
vPtr[2] = m_ScalecosPhi0 sinTheta;
// The same but for the vertex immediately above
// the previous one
vPtr[3] = m_ScalecosPhi1 cosTheta;
vPtr[4] = m_ScalesinPhi1m_Squash;
vPtr[5] = m_Scale cosPhi1 sinTheta;
// Normal pointers for lighting.
nPtr[0] = cosPhi0 cosTheta; //2
nPtr[1] = sinPhi0;
nPtr[2] = cosPhi0
sinTheta;
nPtr[3] = cosPhi1 cosTheta; //3
nPtr[4] = sinPhi1;
nPtr[5] = cosPhi1
sinTheta;
cPtr[0] = red;
cPtr[1] = 0;
cPtr[2] = blue;
cPtr[4] = red;
cPtr[5] = 0;
cPtr[6] = blue;
cPtr[3] = cPtr[7] = 255;
cPtr += 24;
vPtr += 2
3;
nPtr +=2*3; //4
}
blue+=colorIncrment;
red-=colorIncrment;
}
numVertices=(vPtr-m_VertexData)/6;
}
return self;
}

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