// the "90" degrees algorithm is mostly used on axis rotate as a speedup and possibly avoiding rounding errors as much as possible
// previous implementation was doing an indirect-oriented rotation over the plane whereas the general algo below was doing a direct-oriented rotation
// this was confusing the texture locking algorithms, fixed it to be direct-oriented (side consequence is that the axis rotate toolbar button rotates the other way now)
- // NOTE: previous algo was using vec3_origin in the matrix computation..
+ // NOTE: previous algo was using vec3_origin in the matrix computation..
// I don't see what an origin does in linear transformations (3x3 matrixes always relate to a (0,0,0) origin)
// in Radiant it's initialized as (0,0,0) and never set to another value
// so I got rid of it when it's not used for initialisation tasks (and even if it's not (0,0,0) it should not matter