glPushMatrix();
glTranslatef (f->x, f->y, f->z);
+ gltrackball_rotate (bp->trackball);
+
glRotatef (y * 360, 0.0, 1.0, 0.0);
if (f->spinner_p)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix ();
- gltrackball_rotate (bp->trackball);
glRotatef(current_device_rotation(), 0, 0, 1);
glScalef (0.5, 0.5, 0.5);