+ glRotatef(current_device_rotation(), 0, 0, 1);
+
+ if (do_texture)
+ {
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+
+ /* Jeff Epler points out:
+ By using GL_ONE instead of GL_SRC_ONE_MINUS_ALPHA, glyphs are
+ added to each other, so that a bright glyph with a darker one
+ in front is a little brighter than the bright glyph alone.
+ */
+ glBlendFunc (GL_SRC_ALPHA, GL_ONE);
+ }