#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);