Cube_t *ct = (Cube_t *)c;
ct->transform = ct->translation;
- ct->transform = m4_mul(ct->transform, ct->scale);
ct->transform = m4_mul(ct->transform, ct->rotation);
+ ct->transform = m4_mul(ct->transform, ct->scale);
glUniformMatrix4fv(transformLoc, 1, GL_FALSE, &ct->transform);
if(printed < 2){
glUniformMatrix4fv(transformLoc, 1, GL_FALSE, &transform);
cubes[0] = crpgCubeNew();
- crpgCubeScale(cubes[0], vec3(1.5f, 1.f, 1.f));
+ crpgCubeScale(cubes[0], vec3(1.0f, 1.f, 1.f));
crpgCubePosition(cubes[0], vec3(1.0, 0.f, 0.f));
crpgCubeRotation(cubes[0], 0.785f, vec3(0,1,0));