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Solve bug on matrix multiply order for scale and rotation
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@@ -1464,7 +1464,7 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float ro
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Matrix matRotation = MatrixRotate(rotationAxis, rotationAngle*DEG2RAD);
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Matrix matScale = MatrixScale(scale.x, scale.y, scale.z);
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Matrix matTranslation = MatrixTranslate(position.x, position.y, position.z);
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Matrix matTransform = MatrixMultiply(MatrixMultiply(matRotation, matScale), matTranslation);
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Matrix matTransform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
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// Combine model internal transformation matrix (model.transform) with matrix generated by function parameters (matTransform)
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Matrix matModel = MatrixMultiply(model.transform, matTransform); // Transform to world-space coordinates
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