int lh, ls;
int y;
glLoadIdentity();
- gluOrtho2D (0, w, 0, h);
+ glOrtho (0, w, 0, h, -1, 1);
if (h > 500) lh = 4, ls = 4;
else if (h > 300) lh = 2, ls = 1;
glPushMatrix ();
gltrackball_rotate (bp->trackball);
+ glRotatef(current_device_rotation(), 0, 0, 1);
glLightfv (GL_LIGHT0, GL_POSITION, bp->lightpos);