glXMakeCurrent(display, window, *(c->glx_context));
glb_config.polygon_count = 0;
+ glPushMatrix();
+ glRotatef(current_device_rotation(), 0, 0, 1);
do_display(c);
+ glPopMatrix();
mi->polygon_count = glb_config.polygon_count;
if (mi->fps_p) do_fps (mi);