Math/Matrix4: Rework "transform matrix" support
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@@ -319,7 +319,7 @@ namespace Nz
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ViewerInstance& viewerInstance = entityCamera.GetViewerInstance();
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viewerInstance.UpdateEyePosition(cameraPosition);
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viewerInstance.UpdateViewMatrix(Nz::Matrix4f::ViewMatrix(cameraPosition, entityNode.GetRotation(CoordSys::Global)));
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viewerInstance.UpdateViewMatrix(Nz::Matrix4f::TransformInverse(cameraPosition, entityNode.GetRotation(CoordSys::Global)));
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m_pipeline->InvalidateViewer(cameraEntity->viewerIndex);
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}
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