#define DEFAULTS "*delay: 40000 \n" \
"*wireframe: False \n" \
"*showFPS: False \n" \
+ "*suppressRotationAnimation: True\n" \
# define refresh_blocktube 0
# define blocktube_handle_event 0
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, lp->texti->data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+# ifndef HAVE_JWZGLES /* #### Sphere maps unimplemented */
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
+# endif
}
return status;
}
fprintf(stderr, "%s: out of memory\n", progname);
exit(1);
}
- lp = &lps[MI_SCREEN(mi)];
}
lp = &lps[MI_SCREEN(mi)];
glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
- glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearDepth(1.0f);
if (!do_texture && !wire) {
glLoadIdentity();
gluPerspective(45.0, 1/h, 1.0, 100.0);
glMatrixMode(GL_MODELVIEW);
+
+# 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 int cube_vertices(float x, float y, float z, int wire)