Math/Matrix4: Rework "transform matrix" support
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@@ -1234,7 +1234,7 @@ int main()
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if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::LControl) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::RControl))
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viewerPos += Nz::Vector3f::Down() * cameraSpeed;
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viewerInstance.UpdateViewMatrix(Nz::Matrix4f::ViewMatrix(viewerPos, camQuat));
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viewerInstance.UpdateViewMatrix(Nz::Matrix4f::TransformInverse(viewerPos, camQuat));
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}
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Nz::RenderFrame frame = window.AcquireFrame();
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@@ -368,7 +368,7 @@ int main()
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if (!frame)
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continue;
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ubo.viewMatrix = Nz::Matrix4f::ViewMatrix(viewerPos, camAngles);
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ubo.viewMatrix = Nz::Matrix4f::TransformInverse(viewerPos, camAngles);
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if (uboUpdate)
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{
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