glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glShadeModel((flat) ? GL_FLAT : GL_SMOOTH);
+# ifndef HAVE_JWZGLES /* #### glPolygonMode other than GL_FILL unimplemented */
glPolygonMode(GL_FRONT_AND_BACK, (MI_IS_WIREFRAME(mi)) ? GL_LINE : GL_FILL);
+# endif
if (lit) {
glEnable(GL_LIGHTING);
if (ev->xany.type == KeyPress) {
switch (keysym) {
case XK_Left: cberg->motion_state |= MOTION_LROT; break;
+ case XK_Prior: cberg->motion_state |= MOTION_LROT; break;
case XK_Right: cberg->motion_state |= MOTION_RROT; break;
+ case XK_Next: cberg->motion_state |= MOTION_RROT; break;
case XK_Down: cberg->motion_state |= MOTION_BACK; break;
case XK_Up: cberg->motion_state |= MOTION_FORW; break;
case '1': cberg->motion_state |= MOTION_DEC; break;
switch (keysym) {
case XK_Left: cberg->motion_state &= ~MOTION_LROT; break;
+ case XK_Prior: cberg->motion_state &= ~MOTION_LROT; break;
case XK_Right: cberg->motion_state &= ~MOTION_RROT; break;
+ case XK_Next: cberg->motion_state &= ~MOTION_RROT; break;
case XK_Down: cberg->motion_state &= ~MOTION_BACK; break;
case XK_Up: cberg->motion_state &= ~MOTION_FORW; break;
case '1': cberg->motion_state &= ~MOTION_DEC; break;