+ glPushMatrix();
+ glRotatef(current_device_rotation(), 0, 0, 1);
+
+ if (!wire_p)
+ {
+ GLfloat pos[4] = {-3.0, 1.0, 1.0, 0.0};
+ GLfloat amb[4] = { 0.0, 0.0, 0.0, 1.0};
+ GLfloat dif[4] = { 1.0, 1.0, 1.0, 1.0};
+ GLfloat spc[4] = { 1.0, 1.0, 1.0, 1.0};
+
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+
+ glLightfv(GL_LIGHT0, GL_POSITION, pos);
+ glLightfv(GL_LIGHT0, GL_AMBIENT, amb);
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, dif);
+ glLightfv(GL_LIGHT0, GL_SPECULAR, spc);
+ }
+