\r
case STATE_OBJECT_ROTATION_TEXTURE_SCALE:\r
\r
+ // FML DOES NOT ROTATE PROPERLY\r
+\r
if ( buttonSelected == GLUT_LEFT_BUTTON ) {\r
// w: rotate on y\r
sceneObjs[curObject].rotation.y += diffx * rotateFactor;\r
glPushMatrix();\r
SceneObject so = sceneObjs[i];\r
\r
+ // Apply translation vector\r
+ glTranslatef(so.x, so.y, so.z);\r
+\r
// Apply independant rotation vectors\r
glRotatef(so.rotation.x, 1.0, 0.0, 0.0);\r
glRotatef(so.rotation.y, 0.0, 1.0, 0.0);\r
// Apply scaling vector\r
glScalef(so.scale[0], so.scale[1], so.scale[2]);\r
\r
- // Apply translation vector\r
- glTranslatef(so.x, so.y, so.z);\r
-\r
// Apply texture\r
if ( so.texture.id > 0 ) {\r
getTexture(so.texture.id);\r