glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
if (height > width)
- gluOrtho2D (-8.0, 8.0, -8.0 * h, 8.0 * h);
+ glOrtho (-8.0, 8.0, -8.0 * h, 8.0 * h, -1, 1);
else
- gluOrtho2D (-8.0 / h, 8.0 / h, -8.0, 8.0);
+ glOrtho (-8.0 / h, 8.0 / h, -8.0, 8.0, -1, 1);
glMatrixMode (GL_MODELVIEW);
}
char c = 0;
XLookupString (&event->xkey, &c, 1, &keysym, 0);
- if (c == 'b') {
+ if (c == ' ' || c == '\t') {
ctx->blendmode ^= 1;
return True;
}
there = M_PI * 2.0 / g_blades;
step = there / SUBDIV;
here -= SUBDIV * step / 2.0;
- there -= SUBDIV * step / 2.0;
/*
* Build outer blade arcs.
glShadeModel (GL_FLAT);
glFrontFace (GL_CW);
-
- glClearColor (0.0, 0.0, 0.0, 1.0);
-
ctx->blades_outer = glGenLists (NRADII);
ctx->blades_inner = glGenLists (NRADII);
ctx->rings = glGenLists (NRADII - 1);