glTranslatef(0, 0, zpos);
glScalef(size/ticks, size/ticks, size/ticks);
+
+ /* Do it twice because we don't track the device's orientation. */
+ glRotatef( current_device_rotation(), 0, 0, 1);
gltrackball_rotate (cp->trackball);
+ glRotatef(-current_device_rotation(), 0, 0, 1);
+
get_rotation (cp->rot, &x, &y, &z, !cp->button_down_p);
glRotatef (x * 360, 1.0, 0.0, 0.0);
glRotatef (y * 360, 0.0, 1.0, 0.0);