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This is a plain old bug, you're reassigning different values to the same spots, like transform[1][1] = 1+cos(rot.x); ... transform[1][1] = cos(rot.z); What you need to do is combine the rotations in the order you want them applied, like transformX[][]... assigned only from rot.x transformY[][]... assigned only from rot.y transformZ[][]... assigned only ...



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