glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
- glRotatef(current_device_rotation(), 0, 0, 1);
+# ifdef HAVE_MOBILE /* Keep it the same relative size when rotated. */
+ {
+ GLfloat h = MI_HEIGHT(mi) / (GLfloat) MI_WIDTH(mi);
+ int o = (int) current_device_rotation();
+ if (o != 0 && o != 180 && o != -180)
+ glScalef (1/h, 1/h, 1/h);
+ glRotatef(o, 0, 0, 1);
+ }
+# endif
gp->tic += 0.01f;
gp->camtic += 0.01f + 0.01f * sin(gp->tic * speed);