/* Constrain it to roughly life-sized on the screen, not huge.
*/
# ifdef USE_IPHONE
- if (size > 768) /* iPad retina */
+ if (size > 768) /* iPad retina / iPhone 6 */
target_size *= 1.5;
else
# endif
case LAMENT_LID_CLOSE:
case LAMENT_LID_ZOOM:
{
+ GLfloat d = 0.21582;
+ int i;
+ const int lists[4] = { OBJ_LID_A, OBJ_LID_B, OBJ_LID_C, OBJ_LID_D };
+
lc->facing_p = facing_screen_p (mi);
if (lc->anim_z < 0.5)
else
glTranslatef (8 * (0.5 - (lc->anim_z - 0.5)), 0, 0);
- GLfloat d = 0.21582;
- int i;
- const int lists[4] = { OBJ_LID_A, OBJ_LID_B, OBJ_LID_C, OBJ_LID_D };
glCallList (lc->dlists[OBJ_LID_BASE]);
mi->polygon_count += lc->polys[OBJ_LID_BASE];
for (i = 0; i < countof(lists); i++)