{
int piece = cs->mpiece % PIECES;
+ if (piece == NONE) return;
+
glPushMatrix();
if(shadow) glColor4fv(MaterialShadow);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
+ glRotatef(current_device_rotation(), 0, 0, 1);
/** setup perspectiv */
glTranslatef(0.0, 0.0, -1.5*BOARDSIZE);
glRotatef(30.0, 1.0, 0.0, 0.0);
+ glRotatef(-current_device_rotation(), 0, 0, 1);
gltrackball_rotate (cs->trackball);
+ glRotatef(current_device_rotation(), 0, 0, 1);
+
glRotatef(cs->theta*100, 0.0, 1.0, 0.0);
glTranslatef(-0.5*BOARDSIZE, 0.0, -0.5*BOARDSIZE);