} topBlockSTATE;
/* parameter vars */
-Bool override;
-Bool rotate;
-Bool follow;
-Bool drawCarpet;
-Bool drawBlob;
-Bool drawNipples;
-GLfloat rotateSpeed;
-GLfloat camX;
-GLfloat camY;
-GLfloat camZ;
-GLfloat dropSpeed;
-int maxFalling;
-int maxColors;
-int size;
-int spawn;
-int resolution;
+static Bool override;
+static Bool rotate;
+static Bool follow;
+static Bool drawCarpet;
+static Bool drawBlob;
+static Bool drawNipples;
+static GLfloat rotateSpeed;
+static GLfloat camX;
+static GLfloat camY;
+static GLfloat camZ;
+static GLfloat dropSpeed;
+static int maxFalling;
+static int maxColors;
+static int size;
+static int spawn;
+static int resolution;
static XrmOptionDescRec opts[] = {
{ "-size", ".size", XrmoptionSepArg, 0 },
static topBlockSTATE *tbs = NULL;
-ModeSpecOpt topBlock_opts = {countof(opts), opts, countof(vars), vars, NULL};
+static ModeSpecOpt topBlock_opts = {countof(opts), opts, countof(vars), vars, NULL};
/* Window management, etc */
ENTRYPOINT void
followBlock(mi);
}
- glScalef (-1, 1, 1);
- glTranslatef (0, 0, -10);
- glRotatef(-current_device_rotation(), 0, 0, 1);
+ /* Rotate the scene around a point that's a little higher up. */
+ glTranslatef (0, 0, -5);
gltrackball_rotate (tb->trackball);
- glRotatef(current_device_rotation(), 0, 0, 1);
- glTranslatef (0, 0, 10);
- glScalef (-1, 1, 1);
+ glTranslatef (0, 0, 5);
/* rotate the world */
glRotatef(tb->rotation, 0.0, 0.0, 1.0);