private void DrawCalibrationGrid()
{
float grid_width = 7, grid_height = 7;
Gl.glPushMatrix();
Gl.glColor4d(1, 1, 1, 1);
Gl.glLineWidth(3.0f);
// grid
Gl.glBegin(Gl.GL_LINES);
for (float k = -0f; k < 1; k += 0.999f / (grid_width - 1.0f))
{
Gl.glVertex2f(k, 0.0f);
Gl.glVertex2f(k, 1.0f);
}
for (float k = -0f; k < 1; k += 0.999f / (grid_height - 1.0f))
{
Gl.glVertex2f(0f, k);
Gl.glVertex2f(1.0f, k);
}
Gl.glEnd();
// circles
Gl.glBegin(Gl.GL_LINE_LOOP);
for (float angle = 0.0f; angle < Math.PI * 2; angle += ((float)Math.PI / 40.0f))
Gl.glVertex2d((Math.Sin(angle) / 2) + 0.5, (Math.Cos(angle) / 2) + 0.5);
Gl.glEnd();
Gl.glBegin(Gl.GL_LINE_LOOP);
for (float angle = 0.0f; angle < Math.PI * 2; angle += ((float)Math.PI / 30.0f))
Gl.glVertex2d(Math.Sin(angle) * 0.33 + 0.5, Math.Cos(angle) * 0.33 + 0.5);
Gl.glEnd();
Gl.glBegin(Gl.GL_LINE_LOOP);
for (float angle = 0.0f; angle < Math.PI * 2; angle += ((float)Math.PI / 30.0f))
Gl.glVertex2d(Math.Sin(angle) * 0.165 + 0.5, Math.Cos(angle) * 0.165 + 0.5);
Gl.glEnd();
Gl.glPopMatrix();
}