fprintf(stderr, "%s: out of memory\n", progname);
exit(1);
}
-
- sp = &sps[MI_SCREEN(mi)];
}
sp = &sps[MI_SCREEN(mi)];
(y - 0.5) * 6,
(z - 0.5) * 15);
+ /* Do it twice because we don't track the device's orientation. */
+ glRotatef( current_device_rotation(), 0, 0, 1);
gltrackball_rotate (sp->trackball);
+ glRotatef(-current_device_rotation(), 0, 0, 1);
get_rotation (sp->rot, &x, &y, &z, !sp->button_down_p);
glRotatef (x * 360, 1.0, 0.0, 0.0);
? -sp->current_depth : sp->current_depth));
mi->polygon_count = sp->squares_fp; /* for FPS display */
+ mi->recursion_depth = (sp->current_depth < 0
+ ? -sp->current_depth : sp->current_depth);
}
glScalef (2.0, 2.0, 2.0);