int wire = MI_IS_WIREFRAME(mi);
int faces = resolution * 1.5;
Bool smooth = do_smooth;
- Bool have_texture = False;
const lamp_geometry *top_slice = bp->model;
const char *current_texture = 0;
break;
}
- have_texture = False;
if (!wire && texture && texture != current_texture)
{
current_texture = texture;
- have_texture = load_texture (mi, current_texture);
+ load_texture (mi, current_texture);
}
/* Color the discs darker than the tube walls. */
}
- have_texture = !wire && load_texture (mi, table_tex);
+ if (!wire) load_texture (mi, table_tex);
glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, table_color);
bp->bottle_poly_count += draw_table (top_slice->elevation, wire);
fprintf(stderr, "%s: out of memory\n", progname);
exit(1);
}
-
- bp = &bps[MI_SCREEN(mi)];
}
bp = &bps[MI_SCREEN(mi)];
gltrackball_track (bp->trackball, 50, 5, 100, 100);
/* Oh, but if it's the "Giant" model, tilt the scene away: make it
- look like we're looking up at it instead of odwn at it! */
+ look like we're looking up at it instead of down at it! */
if (bp->style == GIANT)
gltrackball_track (bp->trackball, 50, -12, 100, 100);
else if (bp->style == ROCKET) /* same for rocket, but not as much */
#endif /* 0 */
glLoadIdentity();
+ glRotatef(current_device_rotation(), 0, 0, 1);
gluLookAt ((cx - 0.5) * 8, /* Position the camera */
(cy - 0.5) * 8,
gltrackball_rotate (bp->trackball); /* Apply mouse-based camera position */
-
/* Place the lights relative to the object, before the object has
been rotated or wandered within the scene. */
glLightfv(GL_LIGHT0, GL_POSITION, light0_pos);