up = world::Planet::SurfaceNormal(srf);
dir =
world::Planet::SurfaceOrientation(srf)
- * glm::dmat3(glm::eulerAngleYX(angle.y, -angle.x))
+ * glm::dmat3(glm::eulerAngleYX(-angle.y, -angle.x))
* dir;
} else {
up.y = 1.0;
- dir = glm::dmat3(glm::eulerAngleYX(angle.y, -angle.x)) * dir;
+ dir = glm::dmat3(glm::eulerAngleYX(-angle.y, -angle.x)) * dir;
}
pos += up * (c.Size() * 0.5);
up = glm::rotate(up, angle.z, glm::normalize(-dir));