#define DEF_MODE "Matrix"
#define DEF_TIMEFMT " %l%M%p "
-#include "gllist.h"
-
#define CHAR_COLS 16
#define CHAR_ROWS 13
glGenTextures (1, &mp->texture);
glPixelStorei (GL_UNPACK_ALIGNMENT, 4);
- glPixelStorei (GL_UNPACK_ROW_LENGTH, xi->width);
+ /* messes up -fps */
+ /* glPixelStorei (GL_UNPACK_ROW_LENGTH, xi->width);*/
glBindTexture (GL_TEXTURE_2D, mp->texture);
check_gl_error ("texture init");
glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, xi->width, xi->height, 0, GL_RGBA,
glEnable(GL_NORMALIZE);
if (do_texture)
- {
- load_textures (mi, flip_p);
- 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);
- }
+ load_textures (mi, flip_p);
/* to scale coverage-percent to strips, this number looks about right... */
mp->nstrips = (int) (density * 2.2);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix ();
+ 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);
+ }
if (do_rotate)
{