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* In shader uniforms (projectionMatrix makes more sense than projection alone) * For underlying types for SceneGraph transformation. It is already used in Drawable::clean() as transformationMatrix, so why not use it also in AbstractFeature::clean(). Moreover, clean() could be in future also done using something else, this helps to distinguish the type just from parameter name. * In Physics shapes - applyTransformationMatrix() (as it could be in future also done using something else).pull/7/head
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