Reverting Mtx_Lookat() changes.
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@ -8,7 +8,7 @@ void Mtx_LookAt(C3D_Mtx* out, C3D_FVec cameraPosition, C3D_FVec cameraTarget, C3
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C3D_FVec xaxis, yaxis, zaxis;
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C3D_FVec xaxis, yaxis, zaxis;
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//Order of operations is crucial.
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//Order of operations is crucial.
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zaxis = FVec3_Normalize(FVec3_Subtract(cameraPosition, cameraTarget));
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zaxis = FVec3_Normalize(FVec3_New(cameraPosition.x - cameraTarget.x, cameraPosition.y - cameraTarget.y, cameraPosition.z - cameraTarget.z));
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xaxis = FVec3_Normalize(FVec3_Cross(cameraUpVector, zaxis));
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xaxis = FVec3_Normalize(FVec3_Cross(cameraUpVector, zaxis));
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yaxis = FVec3_Cross(zaxis, xaxis);
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yaxis = FVec3_Cross(zaxis, xaxis);
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