glEnable (GL_BLEND);
/* Dark gray instead of black, so the outlines show up */
- glClearColor (0.08, 0.08, 0.08, 1.0);
+ glClearColor (0.13, 0.13, 0.13, 1.0);
}
compute_unit_torus (mi, 0.5,
# endif
gltrackball_rotate (tc->trackball);
+ glRotatef(current_device_rotation(), 0, 0, 1);
mi->polygon_count = 0;