glPushMatrix ();
glRotatef(current_device_rotation(), 0, 0, 1);
-
glScalef(1.1, 1.1, 1.1);
{
glTranslatef((x - 0.5) * 11,
(y - 0.5) * 5,
(z - 0.5) * 3);
-
- glRotatef(-current_device_rotation(), 0, 0, 1);
gltrackball_rotate (bp->trackball);
- glRotatef(current_device_rotation(), 0, 0, 1);
get_rotation (bp->rot, &x, &y, &z, !bp->button_down_p);
glRotatef (x * 360, 1.0, 0.0, 0.0);