"*showFPS: False \n" \
"*fpsSolid: True \n" \
"*wireframe: False \n" \
+ "*suppressRotationAnimation: True\n" \
# define refresh_cube 0
0.0, 0.0, 0.0,
0.0, 1.0, 0.0);
+# 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
+
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
int wire = MI_IS_WIREFRAME(mi);
int i;
- if (!bps) {
- bps = (cube_configuration *)
- calloc (MI_NUM_SCREENS(mi), sizeof (cube_configuration));
- if (!bps) {
- fprintf(stderr, "%s: out of memory\n", progname);
- exit(1);
- }
- }
+ MI_INIT (mi, bps, NULL);
# ifdef HAVE_JWZGLES
dbuf_p = True;
draw_faces (mi);
glEndList ();
- glDrawBuffer(dbuf_p ? GL_BACK : GL_FRONT);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
if (!bp->glx_context)
return;
+ glDrawBuffer(dbuf_p ? GL_BACK : GL_FRONT);
+
glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(bp->glx_context));
glShadeModel(GL_SMOOTH);