fs->eject_r, fs->ridtri);
}
- glShadeModel(GL_FLAT);
- glEnable(GL_DEPTH_TEST);
-
- /* makes particles blend with background */
- if (!MI_IS_WIREFRAME(mi)||(!fs->np))
- {
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- }
-
- /* fog stuff */
- glEnable(GL_FOG);
- glFogi(GL_FOG_MODE, GL_EXP);
- glFogfv(GL_FOG_COLOR, fogcolor);
- glFogf(GL_FOG_DENSITY, 0.03);
- glHint(GL_FOG_HINT, GL_NICEST);
-
/* initialise particles and trees */
for (i = 0; i < fs->np; i++) {
setnewpart(fs, &(fs->p[i]));
return;
glXMakeCurrent(display, window, *(fs->glx_context));
+
+ glShadeModel(GL_FLAT);
+ glEnable(GL_DEPTH_TEST);
+
+ /* makes particles blend with background */
+ if (!MI_IS_WIREFRAME(mi)||(!fs->np))
+ {
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
+
+ /* fog stuff */
+ glEnable(GL_FOG);
+ glFogi(GL_FOG_MODE, GL_EXP);
+ glFogfv(GL_FOG_COLOR, fogcolor);
+ glFogf(GL_FOG_DENSITY, 0.03);
+ glHint(GL_FOG_HINT, GL_NICEST);
+
+ glPushMatrix();
+ glRotatef(current_device_rotation(), 0, 0, 1);
DrawFire(mi);
+ glPopMatrix();
#ifndef STANDALONE
Reshape(mi); /* xlock mode */
#else