# Actor specs
program.translation.uniform(actor.center.x, actor.center.y, actor.center.z, 0.0)
program.scale.uniform actor.scale
- program.rotation.uniform new Matrix.rotation(actor.rotation, 0.0, 1.0, 0.0)
+ program.rotation.uniform new Matrix.gamnit_euler_rotation(actor.pitch, actor.yaw, actor.roll)
# From mesh
program.coord.array_enabled = true
program.coord.array_enabled = true
program.coord.array(mesh.vertices, 3)
- program.rotation.uniform new Matrix.rotation(actor.rotation, 0.0, 1.0, 0.0)
+
+ program.rotation.uniform new Matrix.gamnit_euler_rotation(actor.pitch, actor.yaw, actor.roll)
program.ambient_color.uniform(ambient_color[0], ambient_color[1], ambient_color[2], ambient_color[3]*actor.alpha)
program.diffuse_color.uniform(diffuse_color[0], diffuse_color[1], diffuse_color[2], diffuse_color[3]*actor.alpha)
program.coord.array_enabled = true
program.coord.array(mesh.vertices, 3)
- program.rotation.uniform new Matrix.rotation(actor.rotation, 0.0, 1.0, 0.0)
+
+ program.rotation.uniform new Matrix.gamnit_euler_rotation(actor.pitch, actor.yaw, actor.roll)
program.normal.array_enabled = true
program.normal.array(mesh.normals, 3)