void  drawStar( int points, Vec2d center,float inRadius, float outRadius){

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


   if (i % 2 == 0){

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

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

}  else{ 

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

    cp.y= sin(angle) * outRadius;  //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

int numStar = 100;

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

int r = rand();

int r2 = rand();

    r = (r % 1000 );

r2 = ( r2 % 1000 );

Vec2d a((r),(r2));// vector line

// place your drawing code here

//circles

    glBegin(GL_LINE_LOOP);

          drawStar((10+(i % 30)),a,50,10);

    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

}