glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix ();
+ glRotatef(current_device_rotation(), 0, 0, 1);
glTranslatef(0,-3,0);
(z - 0.5) * 15);
gltrackball_rotate (sp->trackball);
- glRotatef(current_device_rotation(), 0, 0, 1);
get_rotation (sp->rot, &x, &y, &z, !sp->button_down_p);