"*delay: 20000 \n" \
"*showFPS: False \n" \
"*size: 0 \n" \
- "*useSHM: True \n"
+ "*useSHM: True \n" \
+ "*suppressRotationAnimation: True\n" \
# define refresh_gleidescope 0
# include "xlockmore.h" /* from the xscreensaver distribution */
{
int polys = 0;
int i;
- GLfloat col[4];
vector2f t[3];
gleidestruct *gp = &gleidescope[MI_SCREEN(mi)];
- col[0] = 1.0;
- col[1] = 1.0;
- col[2] = 1.0;
- col[3] = (float)translucency / MAX_FADE;
-
calculate_texture_coords(mi, texture, t);
glColor4f(1.0, 1.0, 1.0, (float)translucency / MAX_FADE);
GLfloat x_angle, y_angle, z_angle;
gleidestruct *gp = &gleidescope[MI_SCREEN(mi)];
vectorf v1;
- GLfloat pos[4];
mi->polygon_count = 0;
0.0);
#endif
- /* light position same as camera */
- pos[0] = v1.x;
- pos[1] = v1.y;
- pos[2] = v1.z;
- pos[3] = 0;
+# ifdef HAVE_MOBILE /* Keep it the same relative size when rotated. */
+ {
+ GLfloat h = MI_HEIGHT(mi) / (GLfloat) MI_WIDTH(mi);
+ int o = (int) current_device_rotation();
+ if (o != 0 && o != 180 && o != -180)
+ glScalef (1/h, 1/h, 1/h);
+ }
+# endif
if (gp->fade == 0)
{
glLoadIdentity();
gluPerspective(50.0, 1/h, 0.1, 2000.0);
glMatrixMode (GL_MODELVIEW);
-
glLineWidth(1);
glPointSize(1);
}