13     delete _projectionMatrix;
 
   21 void Light::Transform(glm::mat4 transformMatrix, glm::mat4 inverseTransformMatrix) {
 
   23     *_position = glm::vec3(*
_modelMatrix * glm::vec4(0,0,0,1));
 
   26 void Light::Transform_world(glm::mat4 transformMatrix, glm::mat4 inverseTransformMatrix) {
 
   28     *_position = glm::vec3(*
_modelMatrix * glm::vec4(0,0,0,1));
 
   33     _rotation_x += angle_x;
 
   34     if (abs(_rotation_x)>75)
 
   35         _rotation_x = glm::sign(_rotation_x)*75;
 
   37     _rotation_y += angle_y;
 
   38     if (abs(_rotation_y)>90)
 
   39         _rotation_y = glm::sign(_rotation_y)*90;
 
   42     glm::mat4 rot  = glm::gtx::transform::rotate(_rotation_x,glm::vec3(1,0,0)) * glm::gtx::transform::rotate(_rotation_y,glm::vec3(0,1,0));;
 
   43     glm::mat4 transl = glm::gtx::transform::translate(glm::vec3(0,0,dist));
 
   48     *_position = glm::vec3(*
_modelMatrix * glm::vec4(0,0,0,1));
 
   54     *_position = glm::vec3(0,0,0);
 
   55     *_projectionMatrix =  glm::perspective(35.0f,1.0f, nearPlane, farPlane);
 
   60     return _projectionMatrix;