glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix ();
-
+ glRotatef(current_device_rotation(), 0, 0, 1);
# if 1
glScalef (3, 3, 3);
# endif
gltrackball_rotate (tc->trackball);
- glRotatef(current_device_rotation(), 0, 0, 1);
mi->polygon_count = 0;