GL::MatrixStack::Push push_mtx(renderer.matrix_stack());
GL::Matrix matrix;
- matrix.translate(sn.position.x, sn.position.y, sn.position.z);
- matrix.rotate(sn.rotation+M_PI, 0, 0, 1);
+ matrix.translate(sn.position);
+ matrix.rotate(sn.rotation+Angle::half_turn(), 0, 0, 1);
renderer.matrix_stack() *= matrix;
if(track.get_track().get_link(index))