- GL::translate(pos.x, pos.y, pos.z);
- GL::rotate(rot*180/M_PI, 0, 0, 1);
- GL::rotate(track.get_slope()/track.get_type().get_total_length()*180/M_PI, 0, -1, 0);
+ GL::Matrix matrix;
+ matrix.translate(pos.x, pos.y, pos.z);
+ matrix.rotate(rot, 0, 0, 1);
+ matrix.rotate(track.get_slope()/track.get_type().get_total_length(), 0, -1, 0);
+
+ return matrix;