#define DEFAULTS "*delay: 10000 \n" \
"*showFPS: False \n" \
- "*fpsSolid: True \n"
+ "*fpsSolid: True \n" \
+ "*suppressRotationAnimation: True\n" \
-# define refresh_glblur 0
+# define free_glblur 0
# define release_glblur 0
#undef countof
#define countof(x) (sizeof((x))/sizeof((*x)))
0.0, 0.0, 0.0,
0.0, 1.0, 0.0);
+# ifdef HAVE_MOBILE /* Keep it the same relative size when rotated. */
+ {
+ int o = (int) current_device_rotation();
+ if (o != 0 && o != 180 && o != -180)
+ glScalef (1/h, 1/h, 1/h);
+ }
+# endif
+
glClear(GL_COLOR_BUFFER_BIT);
}
glBindTexture (GL_TEXTURE_2D, bp->texture);
glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA,
bp->tex_w, bp->tex_h, 0,
- GL_RGBA,
- /* GL_UNSIGNED_BYTE, */
- GL_UNSIGNED_INT_8_8_8_8_REV,
- bp->tex_data);
+ GL_RGBA, GL_UNSIGNED_BYTE, bp->tex_data);
check_gl_error ("texture generation");
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glblur_configuration *bp;
int wire = MI_IS_WIREFRAME(mi);
- if (!bps) {
- bps = (glblur_configuration *)
- calloc (MI_NUM_SCREENS(mi), sizeof (glblur_configuration));
- if (!bps) {
- fprintf(stderr, "%s: out of memory\n", progname);
- exit(1);
- }
- }
+ MI_INIT (mi, bps);
bp = &bps[MI_SCREEN(mi)];