The problem was inverted, now the matrix that rotates "carrying the other axes together" is the matrix of the cube
Tip: It would be nice to have these algorithms resolved directly by the engine with the call of an API method. Bring to the user the need for matrix multiplication is completely out of hand and running it directly from the engine certainly result in performance gains.
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Matrix& m = mCubeTransform->GetTransform();
m.SetRotationComponentX(angleX);
Tip: It would be nice to have these algorithms resolved directly by the engine with the call of an API method. Bring to the user the need for matrix multiplication is completely out of hand and running it directly from the engine certainly result in performance gains.
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(25 Nov 2015, 19:17)Ketschak Wrote: Try to use
m = m*T1;
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