#ifdef STANDALONE
#define DEFAULTS "*delay: 30000 \n" \
"*showFPS: False \n" \
+ "*suppressRotationAnimation: True\n" \
"*titleFont: -*-helvetica-medium-r-normal-*-*-180-*-*-*-*-*-*\n" \
# define refresh_engine 0
for (a = sangle ; a <= angle || b <= angle ; a+= step) {
y2=outer*(float)e->sin_table[a]+y;
z2=outer*(float)e->cos_table[a]+z;
- if (endcaps)
- y2c[a] = y2; z2c[a] = z2; /* cache for later */
+ if (endcaps) {
+ y2c[a] = y2;
+ z2c[a] = z2; /* cache for later */
+ }
if (tube) {
Y2=inner*(float)e->sin_table[a]+y;
Z2=inner*(float)e->cos_table[a]+z;
return polys;
}
-static int display(Engine *e)
+static int display(ModeInfo *mi)
{
+ Engine *e = &engine[MI_SCREEN(mi)];
int polys = 0;
GLfloat zb, yb;
float rightSide;
0.0, 1.0, 0.0);
glPushMatrix();
+# ifdef HAVE_MOBILE /* Keep it the same relative size when rotated. */
+ {
+ GLfloat h = MI_HEIGHT(mi) / (GLfloat) MI_WIDTH(mi);
+ int o = (int) current_device_rotation();
+ if (o != 0 && o != 180 && o != -180)
+ glScalef (1/h, 1/h, 1/h);
+ }
+# endif
+
glLightfv(GL_LIGHT0, GL_POSITION, lightpos);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_sp);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_sp);
glXMakeCurrent(disp, w, *(e->glx_context));
- mi->polygon_count = display(e);
+ mi->polygon_count = display(mi);
glColor3f (1, 1, 0);
if (do_titles)