- g3d_translate(0, 0, -3);
- g3d_rotate(phi, 1, 0, 0);
- g3d_rotate(theta, 0, 1, 0);
+ g3d_translate(0, 0, -cam_dist);
+ if(opt.sball) {
+ g3d_mult_matrix(sball_matrix);
+ } else {
+ g3d_rotate(cam_phi, 1, 0, 0);
+ g3d_rotate(cam_theta, 0, 1, 0);
+ }