Rootston: fix rotation heading (was: wlr_matrix: fix matrix_rotate)
Fixes #729 (closed).
Change rootston's view->rotation
to be computed with normal expectation.
Test plan:
-
Start normally and rotate a window -
Start rotated and rotate a window -
Start flipped/rotated and rotate a window
For reference, the old 3d code was this, that seems to agree: The old behaviour was against usual conventions:
wlr_matrix_identity(mat);
float _cos = cosf(radians);
float _sin = sinf(radians);
mat[mind(1, 1)] = _cos;
mat[mind(1, 2)] = _sin;
mat[mind(2, 1)] = -_sin;
mat[mind(2, 2)] = _cos;