glEnd();
mi->polygon_count++;
+ /* Do it twice because we don't track the device's orientation. */
+ glRotatef( current_device_rotation(), 0, 0, 1);
gltrackball_rotate (sb->trackball);
+ glRotatef(-current_device_rotation(), 0, 0, 1);
/* rotate the balls */
glRotatef(sb->rotm[0], 1.0f, 0.0f, 0.0f);