use matrix.rotatez() instead of matrix.rotate()
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@ -62,7 +62,7 @@ void display(SDL_Window * window)
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glClear(GL_COLOR_BUFFER_BIT);
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view_matrix.make_identity();
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view_matrix.rotate(SDL_GetTicks() / 500.0, vec3(0.0, 0.0, 1.0));
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view_matrix.rotatez(SDL_GetTicks() / 500.0);
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glUniformMatrix4fv(view_idx, 1, GL_TRUE, view_matrix.value_ptr);
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glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, null);
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