Do you mean anti-aliased circles? If you do not understand the Bresenham's algorithm, you can start with a simple test beased on the radius. Scan all the pixels in the circle area and test distance to center:
for (y=0; y < diameter; y++)
{
for (x=0; x < diameter; x++)
{
d = distance (x,y,centerX,centerY)
if (d < radius)
{
putPixel(x,y);
}
}
}
to add antialiasing: if (d < radius) then putPixel(x,y,value)
if (d >= radius) && (d < (radius+1.0))
{
aaValue=1.0-(d-radius);
putPixel(x,y,aaValue);
}
But as Jim said, an anti-aliased, Bresenham-based algorithm would be much more efficient..