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Aug 30th, 2015
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  1. double theta = glm::radians(90);
  2. glm::vec3 camera(cos(theta), 0, sin(theta));
  3. camera *= 5; // To get some space between camera and object
  4. glm::mat4 matrix = glm::lookAt(camera, glm::vec3(0.0, 0.0, 0.0), glm::vec3(0.0, 1.0, 0,0));
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