glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
+# ifndef HAVE_JWZGLES
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
+# endif
glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_TEXTURE);
if (do_gradient && !ap->wire)
{
- GLfloat top[3] = { 0.00, 0.40, 0.70 };
- GLfloat bot[3] = { 0.00, 0.05, 0.18 };
+ GLfloat top[4] = { 0.00, 0.40, 0.70, };
+ GLfloat bot[4] = { 0.00, 0.05, 0.18, };
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glPushMatrix();
{
glLoadIdentity();
-
- /* save GL_COLOR_MATERIAL, GL_COLOR_MATERIAL_FACE, etc.
- This stalls the pipeline, so it would be better to do this
- with explicit enable/disable calls, but I can't figure
- out how to undo the glEnable() and glColor() calls below!
- Simply calling glDisable(GL_COLOR_MATERIAL) is insufficient!
- */
- glPushAttrib (GL_LIGHTING_BIT);
- {
- glEnable (GL_COLOR_MATERIAL);
-
- glShadeModel(GL_SMOOTH);
- glBegin(GL_QUADS);
- glColor3f (bot[0], bot[1], bot[2]); glVertex3f (-1, -1, 1);
- glColor3f (bot[0], bot[1], bot[2]); glVertex3f ( 1, -1, 1);
- glColor3f (top[0], top[1], top[2]); glVertex3f ( 1, 1, 1);
- glColor3f (top[0], top[1], top[2]); glVertex3f (-1, 1, 1);
- glEnd();
- }
- glPopAttrib();
+ glRotatef(current_device_rotation(), 0, 0, 1);
+
+# ifndef HAVE_JWZGLES
+ glShadeModel (GL_SMOOTH);
+# endif
+ glDisable (GL_LIGHTING);
+ glBegin (GL_QUADS);
+ glColor3fv (bot);
+ glVertex3f (-1, -1, 1); glVertex3f ( 1, -1, 1);
+ glColor3fv (top);
+ glVertex3f ( 1, 1, 1); glVertex3f (-1, 1, 1);
+ glEnd();
+ glEnable (GL_LIGHTING);
}
glPopMatrix();
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ glPushMatrix();
+ glRotatef(current_device_rotation(), 0, 0, 1);
AllDisplay(ap);
Animate(ap);
+ glPopMatrix();
if (mi->fps_p) do_fps (mi);
glXSwapBuffers(display, window);