#define DEFAULTS "*delay: 30000 \n" \
"*wireframe: False \n" \
+ "*suppressRotationAnimation: True\n" \
# define refresh_ball 0
# define release_ball 0
swap(a,b);
j = get_rand();
if (*a < 0)
- *a = (j *= -1);
+ *a = j * -1;
else
*a = j;
}
0.0, 0.0, 0.0,
0.0, 2.0, 10.0);
+# ifdef HAVE_MOBILE /* Keep it the same relative size when rotated. */
+ {
+ int o = (int) current_device_rotation();
+ if (o != 0 && o != 180 && o != -180)
+ glScalef (1/h, 1/h, 1/h);
+ }
+# endif
}
static void
int wire = MI_IS_WIREFRAME(mi);
blinkboxstruct *bp;
- if(blinkbox == NULL) {
- if((blinkbox = (blinkboxstruct *) calloc(MI_NUM_SCREENS(mi),
- sizeof (blinkboxstruct))) == NULL)
- return;
- }
+ MI_INIT (mi, blinkbox, NULL);
bp = &blinkbox[MI_SCREEN(mi)];
if ((bp->glx_context = init_GL(mi)) != NULL) {
bp->des_amt = bp->bscale.wh / MAX_COUNT;
}
- bp->glx_context = init_GL(mi);
-
reshape_ball(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
bp->ballList = glGenLists(1);
glNewList(bp->ballList, GL_COMPILE);
glEnable(GL_COLOR_MATERIAL);
glShadeModel(GL_SMOOTH);
- glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);