int soffx = 10;
int soffy = 11;
+ glFrontFace(GL_CCW);
+
j = 1;
for(side = LEFT; side <= RIGHT; side = (Hand)((int)side + 1)) {
/* Translate into device coords */
glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gcolor);
+ glFrontFace(GL_CCW);
+
{
GLfloat scale = ((GLfloat) a[10].x - a[9].x) / 2;
int slices = 12;
gcolor2[1] = gcolor1[1] / 3;
gcolor2[2] = gcolor1[2] / 3;
+ glFrontFace(GL_CCW);
+
{
GLfloat scale = BALLRADIUS;
glPushMatrix();
gcolor1[1] = mi->colors[color].green / 65536.0;
gcolor1[2] = mi->colors[color].blue / 65536.0;
+ glFrontFace(GL_CCW);
+
{
GLfloat scale = radius;
glPushMatrix();
gcolor1[1] = mi->colors[color].green / 65536.0;
gcolor1[2] = mi->colors[color].blue / 65536.0;
+ glFrontFace(GL_CCW);
+
glPushMatrix();
glTranslatef(x, y, 0);
glScalef (2, 2, 2);
gcolor2[1] = gcolor1[1] / 3;
gcolor2[2] = gcolor1[2] / 3;
+ glFrontFace(GL_CCW);
+
glPushMatrix();
glTranslatef(0, 0, 12); /* back of ring in hand */
glNormal3f (0, 0, j*1);
glBegin (wire_p ? GL_LINES : GL_QUAD_STRIP);
for (i = 0; i < slices + (wire_p ? 0 : 1); i++) {
+ GLfloat th, cth, sth;
glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE,
(i % (slices/3) ? gcolor1 : gcolor2));
- GLfloat th = i * width;
- GLfloat cth = cos(th);
- GLfloat sth = sin(th);
+ th = i * width;
+ cth = cos(th);
+ sth = sin(th);
glVertex3f (cth * ra, sth * ra, z);
glVertex3f (cth * rb, sth * rb, z);
polys++;
gcolor1[1] = mi->colors[color].green / 65536.0;
gcolor1[2] = mi->colors[color].blue / 65536.0;
+ glFrontFace(GL_CCW);
+
{
GLfloat scale = radius;
glPushMatrix();
load_font (mi->dpy, "titleFont", &sp->mode_font, &sp->font_dlist);
reshape_juggle (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+ clear_gl_error(); /* WTF? sometimes "invalid op" from glViewport! */
if (!wire)
{