(y - 0.5) * 15,
(z - 0.5) * 8);
+ /* Do it twice because we don't track the device's orientation. */
+ glRotatef( current_device_rotation(), 0, 0, 1);
gltrackball_rotate (gp->trackball);
+ glRotatef(-current_device_rotation(), 0, 0, 1);
glRotatef (90,1,0,0);