get_position(sp->rot, &x, &y, &z, !sp->button_down_p);
glTranslatef((x-0.5)*10, (y-0.5)*10, (z-0.5)*20);
+ /* Do it twice because we don't track the device's orientation. */
+ glRotatef( current_device_rotation(), 0, 0, 1);
gltrackball_rotate(sp->trackball);
+ glRotatef(-current_device_rotation(), 0, 0, 1);
get_rotation(sp->rot, &x, &y, &z, !sp->button_down_p);
glRotatef(x*360, 1.0, 0.0, 0.0);