hp = &hyper[MI_SCREEN(mi)];
- hp->trackballs[0] = gltrackball_init();
- hp->trackballs[1] = gltrackball_init();
+ hp->trackballs[0] = gltrackball_init(True);
+ hp->trackballs[1] = gltrackball_init(True);
hp->current_trackball = 0;
hp->button_pressed = False;