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trig by godecho
//(r * asin(theta), r * acos(theta))

GLfloat r        = 5;
GLfloat theta    = ((60 * PI) / 180.0);
    
glBegin(GL_TRIANGLES);

    glVertex3f(0.0f,            0.0f,            -4.0f);
    glVertex3f(r*asin(0.0),        r*acos(0.0f),    -4.0f);
    glVertex3f(r*asin(theta),    r*acos(theta),    -4.0f);

glEnd();