(y - 0.5) * 10,
(z - 0.5) * 20);
+ /* Do it twice because we don't track the device's orientation. */
+ glRotatef( current_device_rotation(), 0, 0, 1);
gltrackball_rotate (gp->trackball);
+ glRotatef(-current_device_rotation(), 0, 0, 1);
get_rotation (gp->rot, &x, &y, &z, !gp->button_down_p);
glRotatef (x * 360, 1.0, 0.0, 0.0);
glNewList (gp->gasket2, GL_COMPILE); compile_gasket (mi, 2); glEndList();
glNewList (gp->gasket3, GL_COMPILE); compile_gasket (mi, 3); glEndList();
+ mi->recursion_depth = (gp->current_depth > 0
+ ? gp->current_depth
+ : -gp->current_depth);
}
}