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The
Mat4::look_at_lh
implementation was a broken with lacking normalization, doing the cross products in the wrong order and some flips.I'm not 100% sure if this is correct but with these fixes it matches the behavior of
glm::look_at_rh
and also the implementation in DirectXMathXMMatrixLookToLH
, though I've only in practice tested the right-handed version as that is what we use.