Renamed matrices. I quite like names such as 'modelToWorldMatrix' and 'cameraToClipMatrix' because they were very explicit about what the transform was doing. However OpenGL uses common terms such as 'model matrix' and 'projection matrix', so other people wlil be able to follow the code more easily if we stick to these conventions.
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@ -66,8 +66,8 @@ protected:
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protected:
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// Matrices
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QMatrix4x4 worldToCameraMatrix;
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QMatrix4x4 cameraToClipMatrix;
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QMatrix4x4 viewMatrix;
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QMatrix4x4 projectionMatrix;
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// Mouse data
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QPoint m_LastFrameMousePos;
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