glDrawBuffer(GL_BACK);
glXMakeCurrent(display, window, *(sp->glx_context));
+ glPushMatrix();
+ glRotatef(current_device_rotation(), 0, 0, 1);
NextSproingieDisplay(MI_SCREEN(mi),mi->pause); /* It will swap. */
+ glPopMatrix();
if (mi->fps_p) do_fps (mi);
glFinish();