Band Limited waveforms my way

Type : classic Sawtooth example
References : Posted by Anton Savov (antto mail bg)
Notes :
This is my <ugly> C++ code for generating a single cycle of a Sawtooth in a table
normaly i create my "fundamental" table big enough to hold on around 20-40Hz in the current Sampling rate
also, i create the table twice as big, i do "mip-maps" then
so the size should be a power of two, say 1024 for 44100Hz = 44100/1024 = ~43.066Hz
then the mip-maps are with decreasing sizes (twice) 512, 256, 128, 64, 32, 16, 8, 4, and 2

if the "gibbs" effect is what i think it is - then i have a simple solution
here is my crappy code:
Code :
int sz = 1024; // the size of the table
int i = 0;
float *table; // pointer to the table
double scale = 1.0;
double pd; // phase
double omega = 1.0 / (double)(sz);

while (i < sz)
{
    double amp = scale;
    double x = 0.0; // the sample
    double h = 1; // harmonic number (starts from 1)
    double dd; // fix high frequency "ring"
    pd = (double)(i) / (double)(sz); // calc phase
    double hpd = pd; // phase of the harmonic
    while (true) // start looping for this sample
    {
        if ((omega * h) < 0.5) // harmonic frequency is in range?
        {
            dd = cos(omega * h * 2 * pi);
            x = x + (amp * dd * sin(hpd * 2 * pi));
            h = h + 1;
            hpd = pd * h;
            amp = 1.0 / h;
        }
        else { break; }
    }
    table[i] = x;
    ++i;
}

the peaks are around +/- 0.8
a square can be generated by just changing h = h+2; the peaks would be +/- 0.4

any bugs/improvements?

Comments
from : antto [AT] mail [DOT] bg
comment : excuse me, there is a typo amp = scale / h;

from : antto mail bg
comment : for even smoother edges: dd = cos(sin(omega * h * pi) * 0.5 * pi); no visual ringing, smooth waveform

from : antto mail bg
comment : to get +/- 1.0 amplitude: scale = 1.25