change Cameras to hold their View and Projection Matrix, change camera_current to ask the renderer for the current camera, fix matrix_build_lookat, actually use the current Camera's view and projection matrix for rendering#283
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On legacy you use glMatrixMode and glLoadMatrix/glMultMatrix, glMatrixMode(GL_MODELVIEW) to modify the WorldView and glMatrixMode(GL_PROJECTION) for the projection |
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the World Matrix exists now, matrix_set and matrix_get exist now, and camera_get_proj_mat and camera_get_view_mat, the camera set commands recalculate the camera's view and projection matrix, I hope it's finally good enough now