static const GLfloat material_ambient[] = {0.7, 0.7, 0.7, 1.0};
static const GLfloat material_diffuse[] = {0.7, 0.7, 0.7, 1.0};
static const GLfloat material_specular[] = {0.2, 0.2, 0.2, 1.0};
-static const GLfloat zpos = -18.0;
/*************************************************************************/
glLoadIdentity();
get_position(cp->rot, &x, &y, &z, !cp->button_down);
glTranslatef((x-0.5)*6, (y-0.5)*6, -20);
+
+ /* Do it twice because we don't track the device's orientation. */
+ glRotatef( current_device_rotation(), 0, 0, 1);
gltrackball_rotate(cp->trackball);
+ glRotatef(-current_device_rotation(), 0, 0, 1);
+
get_rotation(cp->rot, &x, &y, &z, !cp->button_down);
glRotatef(x*360, 1, 0, 0);
glRotatef(y*360, 0, 1, 0);
int status;
#endif
cp->wire = MI_IS_WIREFRAME(mi);
+
+# ifdef HAVE_JWZGLES /* #### glPolygonMode other than GL_FILL unimplemented */
+ cp->wire = 0;
+# endif
+
if(MI_IS_MONO(mi))
tex = False;
if(cp->wire) {