matrix.rotate(vehicle.get_direction(), 0, 0, 1);
matrix.translate(bogie.type->position, 0, 0);
- matrix.rotate(bogie.direction, 0, 0, 1);
+ float dir = bogie.direction;
+ if(bogie.type->rotate_object)
+ dir += M_PI;
+ matrix.rotate(dir, 0, 0, 1);
renderer.matrix_stack() *= matrix;
}