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Updated openGL example now that the Matrix3D class works the other (correct!) way around.

This commit is contained in:
hogliux 2015-07-01 10:54:36 +01:00
parent 502ab06213
commit 359a898b0d

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@ -59,7 +59,7 @@ public:
Matrix3D<float> rotationMatrix
= viewMatrix.rotated (Vector3D<float> (-0.3f, 5.0f * std::sin (getFrameCounter() * 0.01f), 0.0f));
return viewMatrix * rotationMatrix;
return rotationMatrix * viewMatrix;
}
void render() override