Fixed issue with some matrix, added rotate_camera(..)
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@@ -169,7 +169,6 @@ when RENDER_BACKEND_OPENGL {
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gl.VertexAttribPointer(2, 2, gl.FLOAT, gl.FALSE, 8 * size_of(f32), uintptr(6 * size_of(f32)))
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gl.EnableVertexAttribArray(2)
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}
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gl.BindVertexArray(0)
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gl.BindBuffer(gl.ARRAY_BUFFER, 0)
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