- GL::PushMatrix push_mat;
- GL::translate(p.x, p.y, p.z);
- GL::rotate(a*180/M_PI, 0, 0, 1);
+ 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);
+ renderer.matrix_stack() *= matrix;