--- /dev/null
+/* cubenetic, Copyright (c) 2002 Jamie Zawinski <jwz@jwz.org>
+ *
+ * Permission to use, copy, modify, distribute, and sell this software and its
+ * documentation for any purpose is hereby granted without fee, provided that
+ * the above copyright notice appear in all copies and that both that
+ * copyright notice and this permission notice appear in supporting
+ * documentation. No representations are made about the suitability of this
+ * software for any purpose. It is provided "as is" without express or
+ * implied warranty.
+ */
+
+#include <X11/Intrinsic.h>
+
+extern XtAppContext app;
+
+#define PROGCLASS "Cubenetic"
+#define HACK_INIT init_cube
+#define HACK_DRAW draw_cube
+#define HACK_RESHAPE reshape_cube
+#define ccs_opts xlockmore_opts
+
+#define DEF_SPIN "XYZ"
+#define DEF_WANDER "True"
+#define DEF_TEXTURE "True"
+
+#define DEF_WAVE_COUNT "3"
+#define DEF_WAVE_SPEED "80"
+#define DEF_WAVE_RADIUS "512"
+
+#define DEFAULTS "*delay: 30000 \n" \
+ "*count: 5 \n" \
+ "*showFPS: False \n" \
+ "*wireframe: False \n" \
+ "*spin: " DEF_SPIN "\n" \
+ "*wander: " DEF_WANDER "\n" \
+ "*texture: " DEF_TEXTURE"\n" \
+ "*waves: " DEF_WAVE_COUNT "\n" \
+ "*waveSpeed: " DEF_WAVE_SPEED "\n" \
+ "*waveRadius: " DEF_WAVE_RADIUS "\n" \
+
+#undef countof
+#define countof(x) (sizeof((x))/sizeof((*x)))
+
+#include "xlockmore.h"
+#include "colors.h"
+#include <ctype.h>
+
+#ifdef USE_GL /* whole file */
+
+#include <GL/glu.h>
+
+typedef struct {
+ int color;
+ GLfloat x, y, z;
+ GLfloat w, h, d;
+ int frame;
+ GLfloat dx, dy, dz;
+ GLfloat dw, dh, dd;
+} cube;
+
+typedef struct {
+ int x, y;
+ double xth, yth;
+} wave_src;
+
+typedef struct {
+ int nwaves;
+ int radius;
+ int speed;
+ wave_src *srcs;
+ int *heights;
+} waves;
+
+
+typedef struct {
+ GLXContext *glx_context;
+
+ GLfloat rotx, roty, rotz; /* current object rotation */
+ GLfloat dx, dy, dz; /* current rotational velocity */
+ GLfloat ddx, ddy, ddz; /* current rotational acceleration */
+ GLfloat d_max; /* max velocity */
+ Bool spin_x, spin_y, spin_z;
+
+ GLuint cube_list;
+ GLuint texture_id;
+ int ncubes;
+ cube *cubes;
+ waves *waves;
+
+ int texture_width, texture_height;
+ unsigned char *texture;
+
+ int ncolors;
+ XColor *cube_colors;
+ XColor *texture_colors;
+
+} cube_configuration;
+
+static cube_configuration *ccs = NULL;
+
+static char *do_spin;
+static Bool do_wander;
+static Bool do_texture;
+
+static int wave_count;
+static int wave_speed;
+static int wave_radius;
+static int texture_size = 256;
+
+static XrmOptionDescRec opts[] = {
+ { "-spin", ".spin", XrmoptionSepArg, 0 },
+ { "+spin", ".spin", XrmoptionNoArg, "" },
+ { "-wander", ".wander", XrmoptionNoArg, "True" },
+ { "+wander", ".wander", XrmoptionNoArg, "False" },
+ {"-texture", ".texture", XrmoptionNoArg, (caddr_t) "true" },
+ {"+texture", ".texture", XrmoptionNoArg, (caddr_t) "false" },
+ {"-waves", ".waves", XrmoptionSepArg, 0 },
+ {"-wave-speed", ".waveSpeed", XrmoptionSepArg, 0 },
+ {"-wave-radius", ".waveRadius", XrmoptionSepArg, 0 },
+};
+
+static argtype vars[] = {
+ {(caddr_t *) &do_spin, "spin", "Spin", DEF_SPIN, t_String},
+ {(caddr_t *) &do_wander, "wander", "Wander", DEF_WANDER, t_Bool},
+ {(caddr_t *) &do_texture, "texture", "Texture", DEF_TEXTURE, t_Bool},
+ {(caddr_t *) &wave_count, "waves", "Waves", DEF_WAVE_COUNT, t_Int},
+ {(caddr_t *) &wave_speed, "waveSpeed", "WaveSpeed", DEF_WAVE_SPEED, t_Int},
+ {(caddr_t *) &wave_radius,"waveRadius","WaveRadius", DEF_WAVE_RADIUS,t_Int},
+};
+
+ModeSpecOpt ccs_opts = {countof(opts), opts, countof(vars), vars, NULL};
+
+
+static void
+unit_cube (Bool wire)
+{
+ glBegin (wire ? GL_LINE_LOOP : GL_QUADS); /* front */
+ glNormal3f (0, 0, 1);
+ glTexCoord2f(1, 0); glVertex3f ( 0.5, -0.5, 0.5);
+ glTexCoord2f(0, 0); glVertex3f ( 0.5, 0.5, 0.5);
+ glTexCoord2f(0, 1); glVertex3f (-0.5, 0.5, 0.5);
+ glTexCoord2f(1, 1); glVertex3f (-0.5, -0.5, 0.5);
+ glEnd();
+
+ glBegin (wire ? GL_LINE_LOOP : GL_QUADS); /* back */
+ glNormal3f (0, 0, -1);
+ glTexCoord2f(0, 0); glVertex3f (-0.5, -0.5, -0.5);
+ glTexCoord2f(0, 1); glVertex3f (-0.5, 0.5, -0.5);
+ glTexCoord2f(1, 1); glVertex3f ( 0.5, 0.5, -0.5);
+ glTexCoord2f(1, 0); glVertex3f ( 0.5, -0.5, -0.5);
+ glEnd();
+
+ glBegin (wire ? GL_LINE_LOOP : GL_QUADS); /* left */
+ glNormal3f (-1, 0, 0);
+ glTexCoord2f(1, 1); glVertex3f (-0.5, 0.5, 0.5);
+ glTexCoord2f(1, 0); glVertex3f (-0.5, 0.5, -0.5);
+ glTexCoord2f(0, 0); glVertex3f (-0.5, -0.5, -0.5);
+ glTexCoord2f(0, 1); glVertex3f (-0.5, -0.5, 0.5);
+ glEnd();
+
+ glBegin (wire ? GL_LINE_LOOP : GL_QUADS); /* right */
+ glNormal3f (1, 0, 0);
+ glTexCoord2f(1, 1); glVertex3f ( 0.5, -0.5, -0.5);
+ glTexCoord2f(1, 0); glVertex3f ( 0.5, 0.5, -0.5);
+ glTexCoord2f(0, 0); glVertex3f ( 0.5, 0.5, 0.5);
+ glTexCoord2f(0, 1); glVertex3f ( 0.5, -0.5, 0.5);
+ glEnd();
+
+ if (wire) return;
+
+ glBegin (wire ? GL_LINE_LOOP : GL_QUADS); /* top */
+ glNormal3f (0, 1, 0);
+ glTexCoord2f(0, 0); glVertex3f ( 0.5, 0.5, 0.5);
+ glTexCoord2f(0, 1); glVertex3f ( 0.5, 0.5, -0.5);
+ glTexCoord2f(1, 1); glVertex3f (-0.5, 0.5, -0.5);
+ glTexCoord2f(1, 0); glVertex3f (-0.5, 0.5, 0.5);
+ glEnd();
+
+ glBegin (wire ? GL_LINE_LOOP : GL_QUADS); /* bottom */
+ glNormal3f (0, -1, 0);
+ glTexCoord2f(1, 0); glVertex3f (-0.5, -0.5, 0.5);
+ glTexCoord2f(0, 0); glVertex3f (-0.5, -0.5, -0.5);
+ glTexCoord2f(0, 1); glVertex3f ( 0.5, -0.5, -0.5);
+ glTexCoord2f(1, 1); glVertex3f ( 0.5, -0.5, 0.5);
+ glEnd();
+}
+
+
+
+/* Window management, etc
+ */
+void
+reshape_cube (ModeInfo *mi, int width, int height)
+{
+ GLfloat h = (GLfloat) height / (GLfloat) width;
+
+ glViewport (0, 0, (GLint) width, (GLint) height);
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+
+ gluPerspective( 30.0, 1/h, 1.0, 100.0 );
+ gluLookAt( 0.0, 0.0, 15.0,
+ 0.0, 0.0, 0.0,
+ 0.0, 1.0, 0.0);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ glTranslatef(0.0, 0.0, -15.0);
+
+ glClear(GL_COLOR_BUFFER_BIT);
+}
+
+
+/* lifted from lament.c */
+#define RAND(n) ((long) ((random() & 0x7fffffff) % ((long) (n))))
+#define RANDSIGN() ((random() & 1) ? 1 : -1)
+
+static void
+rotate(GLfloat *pos, GLfloat *v, GLfloat *dv, GLfloat max_v)
+{
+ double ppos = *pos;
+
+ /* tick position */
+ if (ppos < 0)
+ ppos = -(ppos + *v);
+ else
+ ppos += *v;
+
+ if (ppos > 1.0)
+ ppos -= 1.0;
+ else if (ppos < 0)
+ ppos += 1.0;
+
+ if (ppos < 0) abort();
+ if (ppos > 1.0) abort();
+ *pos = (*pos > 0 ? ppos : -ppos);
+
+ /* accelerate */
+ *v += *dv;
+
+ /* clamp velocity */
+ if (*v > max_v || *v < -max_v)
+ {
+ *dv = -*dv;
+ }
+ /* If it stops, start it going in the other direction. */
+ else if (*v < 0)
+ {
+ if (random() % 4)
+ {
+ *v = 0;
+
+ /* keep going in the same direction */
+ if (random() % 2)
+ *dv = 0;
+ else if (*dv < 0)
+ *dv = -*dv;
+ }
+ else
+ {
+ /* reverse gears */
+ *v = -*v;
+ *dv = -*dv;
+ *pos = -*pos;
+ }
+ }
+
+ /* Alter direction of rotational acceleration randomly. */
+ if (! (random() % 120))
+ *dv = -*dv;
+
+ /* Change acceleration very occasionally. */
+ if (! (random() % 200))
+ {
+ if (*dv == 0)
+ *dv = 0.00001;
+ else if (random() & 1)
+ *dv *= 1.2;
+ else
+ *dv *= 0.8;
+ }
+}
+
+
+\f
+/* Waves.
+ Adapted from ../hacks/interference.c by Hannu Mallat.
+ */
+
+static void
+init_wave (ModeInfo *mi)
+{
+ cube_configuration *cc = &ccs[MI_SCREEN(mi)];
+ waves *ww;
+ int i;
+ cc->waves = ww = (waves *) calloc (sizeof(*cc->waves), 1);
+ ww->nwaves = wave_count;
+ ww->radius = wave_radius;
+ ww->speed = wave_speed;
+ ww->heights = (int *) calloc (sizeof(*ww->heights), ww->radius);
+ ww->srcs = (wave_src *) calloc (sizeof(*ww->srcs), ww->nwaves);
+
+ for (i = 0; i < ww->radius; i++)
+ {
+ float max = (cc->ncolors * (ww->radius - i) / (float) ww->radius);
+ ww->heights[i] = ((max + max * cos(i / 50.0)) / 2.0);
+ }
+
+ for (i = 0; i < ww->nwaves; i++)
+ {
+ ww->srcs[i].xth = frand(2.0) * M_PI;
+ ww->srcs[i].yth = frand(2.0) * M_PI;
+ }
+}
+
+static void
+interference (ModeInfo *mi)
+{
+ cube_configuration *cc = &ccs[MI_SCREEN(mi)];
+ waves *ww = cc->waves;
+ int x, y, i;
+
+ /* Move the wave origins around
+ */
+ for (i = 0; i < ww->nwaves; i++)
+ {
+ ww->srcs[i].xth += (ww->speed / 1000.0);
+ if (ww->srcs[i].xth > 2*M_PI)
+ ww->srcs[i].xth -= 2*M_PI;
+ ww->srcs[i].yth += (ww->speed / 1000.0);
+ if (ww->srcs[i].yth > 2*M_PI)
+ ww->srcs[i].yth -= 2*M_PI;
+
+ ww->srcs[i].x = (cc->texture_width/2 +
+ (cos (ww->srcs[i].xth) *
+ cc->texture_width / 2));
+ ww->srcs[i].y = (cc->texture_height/2 +
+ (cos (ww->srcs[i].yth) *
+ cc->texture_height / 2));
+ }
+
+ /* Compute the effect of the waves on each pixel,
+ and generate the output map.
+ */
+ for (y = 0; y < cc->texture_height; y++)
+ for (x = 0; x < cc->texture_width; x++)
+ {
+ int result = 0;
+ unsigned char *o;
+ for (i = 0; i < ww->nwaves; i++)
+ {
+ int dx = x - ww->srcs[i].x;
+ int dy = y - ww->srcs[i].y;
+ int dist = sqrt (dx*dx + dy*dy);
+ result += (dist > ww->radius ? 0 : ww->heights[dist]);
+ }
+ result %= cc->ncolors;
+
+ o = cc->texture + (((y * cc->texture_width) + x) << 2);
+ o[0] = (cc->texture_colors[result].red >> 8);
+ o[1] = (cc->texture_colors[result].green >> 8);
+ o[2] = (cc->texture_colors[result].blue >> 8);
+ /* o[3] = 0xFF; */
+ }
+}
+
+\f
+/* Textures
+ */
+
+static void
+init_texture (ModeInfo *mi)
+{
+ cube_configuration *cc = &ccs[MI_SCREEN(mi)];
+ int i;
+
+ glEnable(GL_TEXTURE_2D);
+
+ clear_gl_error();
+ glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
+ glGenTextures (1, &cc->texture_id);
+ glBindTexture (GL_TEXTURE_2D, cc->texture_id);
+ check_gl_error("texture binding");
+
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexGeni (GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
+ glTexGeni (GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
+ glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ check_gl_error("texture initialization");
+
+ cc->texture_width = texture_size;
+ cc->texture_height = texture_size;
+
+ i = texture_size * texture_size * 4;
+ cc->texture = (char *) malloc (i);
+ memset (cc->texture, 0xFF, i);
+}
+
+
+static void
+shuffle_texture (ModeInfo *mi)
+{
+ cube_configuration *cc = &ccs[MI_SCREEN(mi)];
+ interference (mi);
+ clear_gl_error();
+ glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA,
+ cc->texture_width, cc->texture_height, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE,
+ cc->texture);
+ check_gl_error("texture");
+}
+
+
+void
+init_cube (ModeInfo *mi)
+{
+ int i;
+ cube_configuration *cc;
+ int wire = MI_IS_WIREFRAME(mi);
+
+ if (!ccs) {
+ ccs = (cube_configuration *)
+ calloc (MI_NUM_SCREENS(mi), sizeof (cube_configuration));
+ if (!ccs) {
+ fprintf(stderr, "%s: out of memory\n", progname);
+ exit(1);
+ }
+ }
+
+ cc = &ccs[MI_SCREEN(mi)];
+
+ if ((cc->glx_context = init_GL(mi)) != NULL) {
+ reshape_cube (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+ }
+
+ if (!wire)
+ {
+ static GLfloat pos[4] = {1.0, 0.5, 1.0, 0.0};
+ static GLfloat amb[4] = {0.2, 0.2, 0.2, 1.0};
+ static GLfloat dif[4] = {1.0, 1.0, 1.0, 1.0};
+
+ glLightfv(GL_LIGHT0, GL_POSITION, pos);
+ glLightfv(GL_LIGHT0, GL_AMBIENT, amb);
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, dif);
+
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ }
+
+
+ {
+ char *s = do_spin;
+ while (*s)
+ {
+ if (*s == 'x' || *s == 'X') cc->spin_x = 1;
+ else if (*s == 'y' || *s == 'Y') cc->spin_y = 1;
+ else if (*s == 'z' || *s == 'Z') cc->spin_z = 1;
+ else
+ {
+ fprintf (stderr,
+ "%s: spin must contain only the characters X, Y, or Z (not \"%s\")\n",
+ progname, do_spin);
+ exit (1);
+ }
+ s++;
+ }
+ }
+
+ cc->rotx = frand(1.0) * RANDSIGN();
+ cc->roty = frand(1.0) * RANDSIGN();
+ cc->rotz = frand(1.0) * RANDSIGN();
+
+ /* bell curve from 0-6 degrees, avg 3 */
+ cc->dx = (frand(0.7) + frand(0.7) + frand(0.7)) / (360/2);
+ cc->dy = (frand(0.7) + frand(0.7) + frand(0.7)) / (360/2);
+ cc->dz = (frand(0.7) + frand(0.7) + frand(0.7)) / (360/2);
+
+ cc->d_max = cc->dx * 2;
+
+ cc->ddx = 0.00006 + frand(0.00003);
+ cc->ddy = 0.00006 + frand(0.00003);
+ cc->ddz = 0.00006 + frand(0.00003);
+
+ cc->ncolors = 256;
+ cc->texture_colors = (XColor *) calloc(cc->ncolors, sizeof(XColor));
+ cc->cube_colors = (XColor *) calloc(cc->ncolors, sizeof(XColor));
+
+ {
+ double H[3], S[3], V[3];
+ int shift = 60;
+ H[0] = frand(360.0);
+ H[1] = ((H[0] + shift) < 360) ? (H[0]+shift) : (H[0] + shift - 360);
+ H[2] = ((H[1] + shift) < 360) ? (H[1]+shift) : (H[1] + shift - 360);
+ S[0] = S[1] = S[2] = 1.0;
+ V[0] = V[1] = V[2] = 1.0;
+ make_color_loop(0, 0,
+ H[0], S[0], V[0],
+ H[1], S[1], V[1],
+ H[2], S[2], V[2],
+ cc->texture_colors, &cc->ncolors,
+ False, False);
+
+ make_smooth_colormap (0, 0, 0,
+ cc->cube_colors, &cc->ncolors,
+ False, 0, False);
+ }
+
+ cc->ncubes = MI_COUNT (mi);
+ cc->cubes = (cube *) calloc (sizeof(cube), cc->ncubes);
+ for (i = 0; i < cc->ncubes; i++)
+ {
+ cube *cube = &cc->cubes[i];
+ cube->color = random() % cc->ncolors;
+ cube->w = 1.0;
+ cube->h = 1.0;
+ cube->d = 1.0;
+ cube->dx = frand(0.1);
+ cube->dy = frand(0.1);
+ cube->dz = frand(0.1);
+ cube->dw = frand(0.1);
+ cube->dh = frand(0.1);
+ cube->dd = frand(0.1);
+ }
+
+ if (wire)
+ do_texture = False;
+
+ if (do_texture)
+ {
+ init_texture (mi);
+ init_wave (mi);
+ shuffle_texture (mi);
+ }
+
+ cc->cube_list = glGenLists (1);
+ glNewList (cc->cube_list, GL_COMPILE);
+ unit_cube (wire);
+ glEndList ();
+}
+
+
+static void
+shuffle_cubes (ModeInfo *mi)
+{
+ cube_configuration *cc = &ccs[MI_SCREEN(mi)];
+ int i;
+ for (i = 0; i < cc->ncubes; i++)
+ {
+# define SINOID(SCALE,FRAME,SIZE) \
+ ((((1 + sin((FRAME * (SCALE)) / 2 * M_PI)) / 2.0) * (SIZE)) - (SIZE)/2)
+
+ cube *cube = &cc->cubes[i];
+ cube->x = SINOID(cube->dx, cube->frame, 0.5);
+ cube->y = SINOID(cube->dy, cube->frame, 0.5);
+ cube->z = SINOID(cube->dz, cube->frame, 0.5);
+ cube->w = SINOID(cube->dw, cube->frame, 0.9) + 1.0;
+ cube->h = SINOID(cube->dh, cube->frame, 0.9) + 1.0;
+ cube->d = SINOID(cube->dd, cube->frame, 0.9) + 1.0;
+ cube->frame++;
+# undef SINOID
+ }
+}
+
+
+void
+draw_cube (ModeInfo *mi)
+{
+ cube_configuration *cc = &ccs[MI_SCREEN(mi)];
+ Display *dpy = MI_DISPLAY(mi);
+ Window window = MI_WINDOW(mi);
+ int i;
+
+ if (!cc->glx_context)
+ return;
+
+ glShadeModel(GL_FLAT);
+
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_NORMALIZE);
+ glEnable(GL_CULL_FACE);
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glPushMatrix ();
+
+ glScalef(1.1, 1.1, 1.1);
+
+ {
+ GLfloat x, y, z;
+
+ if (do_wander)
+ {
+ static int frame = 0;
+
+# define SINOID(SCALE,SIZE) \
+ ((((1 + sin((frame * (SCALE)) / 2 * M_PI)) / 2.0) * (SIZE)) - (SIZE)/2)
+
+ x = SINOID(0.0071, 8.0);
+ y = SINOID(0.0053, 6.0);
+ z = SINOID(0.0037, 15.0);
+ frame++;
+ glTranslatef(x, y, z);
+ }
+
+ if (cc->spin_x || cc->spin_y || cc->spin_z)
+ {
+ x = cc->rotx;
+ y = cc->roty;
+ z = cc->rotz;
+ if (x < 0) x = 1 - (x + 1);
+ if (y < 0) y = 1 - (y + 1);
+ if (z < 0) z = 1 - (z + 1);
+
+ if (cc->spin_x) glRotatef(x * 360, 1.0, 0.0, 0.0);
+ if (cc->spin_y) glRotatef(y * 360, 0.0, 1.0, 0.0);
+ if (cc->spin_z) glRotatef(z * 360, 0.0, 0.0, 1.0);
+
+ rotate(&cc->rotx, &cc->dx, &cc->ddx, cc->d_max);
+ rotate(&cc->roty, &cc->dy, &cc->ddy, cc->d_max);
+ rotate(&cc->rotz, &cc->dz, &cc->ddz, cc->d_max);
+ }
+ }
+
+ glScalef (2.5, 2.5, 2.5);
+
+ for (i = 0; i < cc->ncubes; i++)
+ {
+ cube *cube = &cc->cubes[i];
+ GLfloat color[4];
+ color[0] = cc->cube_colors[cube->color].red / 65536.0;
+ color[1] = cc->cube_colors[cube->color].green / 65536.0;
+ color[2] = cc->cube_colors[cube->color].blue / 65536.0;
+ color[3] = 1.0;
+ cube->color++;
+ if (cube->color >= cc->ncolors) cube->color = 0;
+
+ glPushMatrix ();
+ glTranslatef (cube->x, cube->y, cube->z);
+ glScalef (cube->w, cube->h, cube->d);
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color);
+ glCallList (cc->cube_list);
+ glPopMatrix ();
+ }
+
+ shuffle_cubes (mi);
+ if (do_texture)
+ shuffle_texture (mi);
+
+ glPopMatrix();
+
+ if (mi->fps_p) do_fps (mi);
+ glFinish();
+
+ glXSwapBuffers(dpy, window);
+}
+
+#endif /* USE_GL */