quad: Actually use the rotation member
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@ -37,9 +37,8 @@ void Quad::draw(GLFWwindow *w) {
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glm::mat4 translate =
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glm::mat4 translate =
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glm::translate(glm::mat4(1.0f), glm::vec3(m_pos_x, m_pos_y, 0.0f));
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glm::translate(glm::mat4(1.0f), glm::vec3(m_pos_x, m_pos_y, 0.0f));
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glm::mat4 rotate =
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glm::mat4 rotate = glm::rotate(glm::mat4(1.0f), glm::radians(m_rotation),
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glm::rotate(glm::mat4(1.0f), (float)glfwGetTime() * glm::radians(50.0f),
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glm::vec3(0.0f, 0.0f, 1.0f));
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glm::vec3(0.0f, 0.0f, 1.0f));
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glm::mat4 scale = glm::scale(glm::mat4(1.0f), glm::vec3(1.0f));
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glm::mat4 scale = glm::scale(glm::mat4(1.0f), glm::vec3(1.0f));
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glm::mat4 model = translate * rotate * scale;
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glm::mat4 model = translate * rotate * scale;
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glm::mat4 view = glm::mat4(1.0f);
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glm::mat4 view = glm::mat4(1.0f);
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