Arraying 'Particles' around a sphere

GLvoid DrawParticle()
for(ploop=0;ploop<MAXPARTICLES;ploop++) // MAXPARTICLES = 10
glBindTexture(GL_TEXTURE_2D, bmptexture[11]); // Bind Texture 11

	if (particle[ploop].active)						// If the particle is active
		glRotatef(rot, 0.0f, 0.0f, 1.0f);				// Rot is Global Variable 
		glTranslatef(4.0f, 0.0f, 0.0f);					// of type float declarded at 0.0f.

		glColor4f(particle[ploop].r, particle[ploop].g, particle[ploop].b, particle[ploop].life); 

		glBegin(GL_TRIANGLE_STRIP);	// DRaws a Triange Strip Quad
				glTexCoord2d(1,1); glVertex3f( 0.5f, 0.5f, 0.0f);	// Top Right
				glTexCoord2d(0,1); glVertex3f(-0.5f, 0.5f, 0.0f);	// Top Left
				glTexCoord2d(1,0); glVertex3f( 0.5f,-0.5f, 0.0f);	// Bottom Right
				glTexCoord2d(0,0); glVertex3f(-0.5f,-0.5f, 0.0f);	// Bottom Left
		glEnd();			// Finished Drawing Triangle Strip Quad
	rot = rot + 0.0052f;							// Add 0.0052f to 'rot' variable


Basically, I’ve got a sphere, and I’m trying to array these particles around it, to generate a short of halo effect. Problem is, when I do this, it just maps every ‘particle’ over the other, so I end up with a nasty white cube rotating around the sphere. I’ve incremented rot - as you can see, but it just dosen’t work. I’ve written down the statements logicially and traced what I think to be the way they should draw the particles, but it dosen’t seem to be working :\

Any help (Code specifially) greatly appericated



Hello plates,

It seems as if all were correct…
Have you tried to rotate the particles a bigger angle?