float f;
f = ONEREV / (M_PI * 2);
- for (i = 0 ; i <= TWOREV ; i++) {
+ for (i = 0 ; i < TWOREV ; i++) {
e->sin_table[i] = sin(i/f);
}
- for (i = 0 ; i <= TWOREV ; i++) {
+ for (i = 0 ; i < TWOREV ; i++) {
e->cos_table[i] = cos(i/f);
}
- for (i = 0 ; i <= TWOREV ; i++) {
+ for (i = 0 ; i < TWOREV ; i++) {
e->tan_table[i] = tan(i/f);
}
}
glLightfv(GL_LIGHT1, GL_POSITION, e->boom_lpos);
glLightfv(GL_LIGHT1, GL_DIFFUSE, e->boom_red);
glLightfv(GL_LIGHT1, GL_SPECULAR, e->boom_red);
- glLighti(GL_LIGHT1, GL_LINEAR_ATTENUATION, 1.3);
+ glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, 1.3);
glLighti(GL_LIGHT1, GL_CONSTANT_ATTENUATION, 0);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, e->boom_red);
e->lookat[0], e->lookat[1], e->lookat[2],
0.0, 1.0, 0.0);
glPushMatrix();
+
glLightfv(GL_LIGHT0, GL_POSITION, lightpos);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_sp);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_sp);
get_position (e->rot, &x, &y, &z, !e->button_down_p);
glTranslatef(x*16-9, y*14-7, z*16-10);
}
+
if (spin) {
double x, y, z;
+
+ /* Do it twice because we don't track the device's orientation. */
+ glRotatef( current_device_rotation(), 0, 0, 1);
gltrackball_rotate (e->trackball);
+ glRotatef(-current_device_rotation(), 0, 0, 1);
+
get_rotation(e->rot, &x, &y, &z, !e->button_down_p);
glRotatef(x*ONEREV, 1.0, 0.0, 0.0);
glRotatef(y*ONEREV, 0.0, 1.0, 0.0);
mi->polygon_count = display(e);
+ glColor3f (1, 1, 0);
if (do_titles)
print_gl_string (mi->dpy,
# ifdef HAVE_GLBITMAP