I am working on an openGL project and my rand function is not giving me a big enough random range.
I am tasked with writing a diamond program to where one diamond is centered on the screen and 5 are randomly placed elsewhere on the screen. What is happening is my center diamond is where it is supposed to be and the other five are bunching with a small range of random left of center. I have included the function that draws the diamonds.

```
void myDisplay(void)
{
srand(time(0));

GLintPoint CenterPoint;
int const size = 20;

CenterPoint.x = screenWidth / 2;
CenterPoint.y = screenHeight / 2;

glClear(GL_COLOR_BUFFER_BIT);

drawDiamond(CenterPoint, size);

for (int i = 0; i < 5; i++)
{
    GLfloat x = rand() % 50 + 10;
    GLfloat y = rand() % 200 + 100;
    GLfloat size = rand() % 100;
    GLintPoint diam = {x,y};
    drawDiamond(diam, size);
}

```

If more code is needed, please let me know and I will edit. Does anyone have any ideas on how I can correct this? I have "toyed" with the numbers of the rand() function and really doesn't seem to do much. They still seem to bunch just at different points on the screen. I appreciate the help. Just in case anyone needs to know, I am creating this in VS2012.