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Updated openGL example now that the Matrix3D class works the other (correct!) way around.
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@ -59,7 +59,7 @@ public:
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Matrix3D<float> rotationMatrix
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= viewMatrix.rotated (Vector3D<float> (-0.3f, 5.0f * std::sin (getFrameCounter() * 0.01f), 0.0f));
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return viewMatrix * rotationMatrix;
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return rotationMatrix * viewMatrix;
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}
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void render() override
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