Find where in the renderer is used myxz_rotate and how to transform into the mathematically correct
(and unit-tested) xz_rotate.
Check where predefined vectors like xz_forward are used and check if they correspond to the vectors used in #38 . Afterwards change the movement to a more generic approach with these vectors.
Find where in the renderer is used myxz_rotate and how to transform into the mathematically correct (and unit-tested) xz_rotate.
Check where predefined vectors like
xz_forward
are used and check if they correspond to the vectors used in #38 . Afterwards change the movement to a more generic approach with these vectors.