More tweaks to scaling and translation.
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@ -136,8 +136,9 @@ void OpenGLWidget::paintGL()
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for (OpenGLMeshData meshData : mMeshData)
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{
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QMatrix4x4 modelToWorldMatrix{};
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modelToWorldMatrix.translate(meshData.translation.getX(), meshData.translation.getY(), meshData.translation.getZ()); // Centre the model on the origin
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shader->setUniformValue("modelToWorldMatrix", modelToWorldMatrix); // Update to the latest camera matrix
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modelToWorldMatrix.translate(meshData.translation.getX(), meshData.translation.getY(), meshData.translation.getZ());
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modelToWorldMatrix.scale(meshData.scale);
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shader->setUniformValue("modelToWorldMatrix", modelToWorldMatrix);
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glBindVertexArray(meshData.vertexArrayObject);
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