void  drawCircle(float radius, int points, Vec2d center){

Vec2d cp; //circle points as vector

for (int i = 0; i<points; i++){

 float angle = ((2*PI)/points)*i; //2*pi is 360 divided into degree segments based on points multiplied by what point your on


 cp.x= cos(angle) * radius;  //gets the length of x and muiltiplies by stretch

 cp.y= sin(angle) * radius;  //gets the length of y and muiltiplies by stretch

 cp = cp+center; //sets the offset center point

 //cp.x += 300; //adds in the of set

 //cp.y += 300; //adds in the of set

 glVertex2f(cp.x,cp.y);


 }

  



}


void displayFunc ( void )  //arg void returns void

{

glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );//clears buffers(what buffers?) by setting bit mask or.

glColor3f( 1,0,0 );//sets color can add a alpha on end 255,255,255,255

//glRectf( mouseX-rectSize, mouseY-rectSize, mouseX+rectSize, mouseY+rectSize); //two arguments cords of perp corners this case based on mouse

Vec2d a(200,500);// vector line

Vec2d b(230,500);// vector line

Vec2d c(280,500);// vector line

Vec2d d(350,500);// vector line

Vec2d e(440,500);// vector line

// place your drawing code here

//circles

glBegin(GL_LINE_LOOP);

    drawCircle( 10.0,  30,  a); //draw circle

glEnd( );

glBegin(GL_LINE_LOOP);

drawCircle( 20.0,  30,  b); 

glEnd( );

glBegin(GL_LINE_LOOP);

drawCircle( 30.0,  30,  c); 

glEnd( );

glBegin(GL_LINE_LOOP);

    drawCircle( 40.0,  30,  d); //draw circle

glEnd( );

glBegin(GL_LINE_LOOP);

drawCircle( 50.0,  30,  e); 

glEnd( );


//polygons



    Vec2d f(200,300);// vector line

Vec2d g(230,300);// vector line

Vec2d h(280,300);// vector line

Vec2d i(350,300);// vector line

Vec2d j(440,300);// vector line

glBegin(GL_LINE_LOOP);

    drawCircle( 50.0,  3, f); //draw circle

glEnd( );

glBegin(GL_LINE_LOOP);

drawCircle( 50.0,  4, g); 

glEnd( );

glBegin(GL_LINE_LOOP);

drawCircle( 50.0,  5, h); 

glEnd( );

glBegin(GL_LINE_LOOP);

    drawCircle( 50.0,  6, i); //draw circle

glEnd( );

glBegin(GL_LINE_LOOP);

drawCircle( 50.0,  7, j); 

glEnd( );



glutPostRedisplay(); //tags the current window to be redisplayed or shown through the

                    //next iteration loop.

glutSwapBuffers(); //calls for the display of a the current buffer for the curretn window 

                  // i assume to cut down on jerky motion

}