static void display(Screenflip *c, int wire)
{
int frozen;
+ GLfloat rot = current_device_rotation();
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt(viewer[0], viewer[1], viewer[2], 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
glPushMatrix();
+ glRotatef(rot, 0, 0, 1);
+ if ((rot > 45 && rot < 135) ||
+ (rot < -45 && rot > -135))
+ {
+ GLfloat s = c->winw / (GLfloat) c->winh;
+ glScalef (s, 1/s, 1);
+ }
+
if (inposition(c)) {
frozen = 0;
glTranslatef(5 * sin(c->theta), 5 * sin(c->rho), 10 * cos(c->gamma) - 10);
if (random() % 2)
c->dgamma = 1/60 - (float)(random() % 100)/3000;
}
+ glRotatef(-rot, 0, 0, 1);
gltrackball_rotate (c->trackball);
+ glRotatef(rot, 0, 0, 1);
if (rotate) glRotatef(c->rot, c->rx, c->ry, c->rz);
/* update variables with each frame */
if(!c->button_down_p && !c->fadetime) {
c->show_colors[0] = c->show_colors[1] =
c->show_colors[2] = c->show_colors[3] = 1;
- glClearColor(0.0,0.0,0.0,0.0);
-
if (! MI_IS_WIREFRAME(mi))
{
glShadeModel(GL_SMOOTH);