- GL::translate(pos.x, pos.y, pos.z);
- GL::rotate(i->track->get_rotation()*180/M_PI, 0, 0, 1);
- i->mesh->draw();
+ renderer.matrix_stack() *= GL::Matrix::translation(pos.x, pos.y, pos.z);
+ renderer.matrix_stack() *= GL::Matrix::rotation(i->track->get_rotation(), 0, 0, 1);
+ i->mesh->draw(renderer);