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));