# define MODE_moebius
# define DEFAULTS "*delay: 40000 \n" \
"*showFPS: False \n" \
- "*count: 0 \n"
+ "*count: 0 \n" \
+ "*suppressRotationAnimation: True\n" \
+
# define refresh_morph3d 0
# define morph3d_handle_event 0
# include "xlockmore.h" /* from the xscreensaver distribution */
NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ; \
glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
glVertex3f(VertX, VertY, VertZ); \
+ mi->polygon_count++; \
\
Xf-=Ax; Yf-=Ay; Xa-=Ax; Yb-=Ay; \
\
NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ; \
glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
glVertex3f(VertX, VertY, VertZ); \
+ mi->polygon_count++; \
\
Xf-=Ax; Yf+=Ay; Xa-=Ax; Yb+=Ay; \
} \
NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ; \
glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
glVertex3f(VertX, VertY, VertZ); \
+ mi->polygon_count++; \
} \
glEnd(); \
} \
NeiAX=Factor1*Xa-VertX; NeiAY=Factor1*Yf-VertY; NeiAZ=Factor1*Zf-VertZ; \
NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ; \
glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
- glVertex3f(VertX, VertY, VertZ); \
+ glVertex3f(VertX, VertY, VertZ); \
+ mi->polygon_count++; \
\
Xf-=x[Fi]; Yf-=y[Fi]; Xa-=x[Fi]; Yb-=y[Fi]; \
\
- Factor=1-(((Xf2=sqr(Xf))+(Yf2=sqr(Yf)))*AmpVr2); \
- Factor1=1-((sqr(Xa)+Yf2)*AmpVr2); \
- Factor2=1-((Xf2+sqr(Yb))*AmpVr2); \
+ Factor=1-(((Xf2=sqr(Xf))+(Yf2=sqr(Yf)))*AmpVr2); \
+ Factor1=1-((sqr(Xa)+Yf2)*AmpVr2); \
+ Factor2=1-((Xf2+sqr(Yb))*AmpVr2); \
VertX=Factor*Xf; VertY=Factor*Yf; VertZ=Factor*Zf; \
NeiAX=Factor1*Xa-VertX; NeiAY=Factor1*Yf-VertY; NeiAZ=Factor1*Zf-VertZ; \
NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ; \
glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
- glVertex3f(VertX, VertY, VertZ); \
+ glVertex3f(VertX, VertY, VertZ); \
+ mi->polygon_count++; \
\
} \
Xf=(float)Ri*x[Fi+1]; \
glEnd(); \
} \
} \
- VS=(Factor<0); \
+ VS=(Factor<0); \
}
static void
morph3dstruct *mp = &morph3d[MI_SCREEN(mi)];
glClearDepth(1.0);
- glClearColor(0.0, 0.0, 0.0, 1.0);
glColor3f(1.0, 1.0, 1.0);
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
if (!mp->glx_context)
return;
+ mi->polygon_count = 0;
glXMakeCurrent(display, window, *(mp->glx_context));
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glScalef(Scale4Iconic * mp->WindH / mp->WindW, Scale4Iconic, Scale4Iconic);
}
+# 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, h, 1);
+ }
+# endif
+
glRotatef(mp->step * 100, 1, 0, 0);
glRotatef(mp->step * 95, 0, 1, 0);
glRotatef(mp->step * 90, 0, 0, 1);