void postageStampSide1(float _amp, float _sampleRate){

 glLineWidth(1.0);

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

 glBegin(GL_LINE_STRIP);


for (int i =0; i< 700; i++){ //i< number gives length how many cycles will reapeat

float x = i; // this is the x thats used 

float y = _amp * d_sin(((x/_sampleRate)*360) ); // this doesn't return x this gives a ratio of how often it gets sampled


 //

y= clampMinMax( y ,2, 30);

glVertex2f((y+20),(x+20)); // offset


}

glEnd();


 }


 void postageStampSide2(float _amp, float _sampleRate){

 glLineWidth(1.0);

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

 glBegin(GL_LINE_STRIP);


for (int i =0; i< 700; i++){ //i< number gives length how many cycles will reapeat

float x = i; // this is the x thats used 

float y = _amp * d_sin(((x/_sampleRate)*360)+180); // this doesn't return x this gives a ratio of how often it gets sampled


 //

y= clampMinMax( y ,-30, -2);

glVertex2f((y+600),(x+20)); // offset


}

glEnd();


 }

 void postageStampTop(float _amp, float _sampleRate){

 glLineWidth(1.0);

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

 glBegin(GL_LINE_STRIP);


for (int i =0; i< 580; i++){ //i< number gives length how many cycles will reapeat

float x = i; // this is the x thats used 

float y = _amp * d_sin(((x/_sampleRate)*360)); // this doesn't return x this gives a ratio of how often it gets sampled


 //

y= clampMinMax( y ,-30, -2);

glVertex2f((x+20),(y+720)); // offset


}

glEnd();


 }

void postageStampBottom(float _amp, float _sampleRate){

 glLineWidth(1.0);

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

 glBegin(GL_LINE_STRIP);


for (int i =0; i< 580; i++){ //i< number gives length how many cycles will reapeat

float x = i; // this is the x thats used 

float y = _amp * d_sin(((x/_sampleRate)*360)+180); // this doesn't return x this gives a ratio of how often it gets sampled


 //

y= clampMinMax( y ,2, 30);

glVertex2f((x+20),(y+17)); // offset


}

glEnd();


 }