Index: new-game.cpp
===================================================================
--- new-game.cpp	(revision 7ee66ea5a8d495a1570159c91decf4bfe6e73ef4)
+++ new-game.cpp	(revision 201e2f8cf64b9ad7cb915d25da198bdfa7d7ba86)
@@ -110,10 +110,7 @@
    };
 
-   GLfloat model_mat[] = {
-     1.0f, 0.0f, 0.0f, 0.0f, // column 1
-     0.0f, 1.0f, 0.0f, 0.0f, // column 2
-     0.0f, 0.0f, 1.0f, 0.0f, // column 3
-     0.5f, 0.0f, 0.0f, 1.0f, // column 4
-   };
+   mat4 T_model = translate(mat4(), vec3(0.5f, 0.0f, 0.0f));
+   mat4 R_model = rotate(mat4(), 4.0f, vec3(0.0f, 1.0f, 0.0f));
+   mat4 model_mat = T_model*R_model;
 
    GLuint points_vbo = 0;
@@ -151,5 +148,5 @@
 
    float cam_speed = 1.0f;
-   float cam_yaw_speed = 30.0f*ONE_DEG_IN_RAD;
+   float cam_yaw_speed = 60.0f*ONE_DEG_IN_RAD;
 
    float cam_pos[] = {0.0f, 0.0f, 2.0f};
@@ -183,5 +180,5 @@
 
    glUseProgram(shader_program);
-   glUniformMatrix4fv(model_mat_loc, 1, GL_FALSE, model_mat);
+   glUniformMatrix4fv(model_mat_loc, 1, GL_FALSE, value_ptr(model_mat));
    glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
    glUniformMatrix4fv(proj_mat_loc, 1, GL_FALSE, proj_mat);
@@ -220,6 +217,6 @@
       float dist = cam_speed * elapsed_seconds;
       if (glfwGetKey(window, GLFW_KEY_A)) {
-         cam_pos[0] -= cos(cam_yaw*ONE_DEG_IN_RAD)*dist;
-         cam_pos[2] += sin(cam_yaw*ONE_DEG_IN_RAD)*dist;
+         cam_pos[0] -= cos(cam_yaw)*dist;
+         cam_pos[2] += sin(cam_yaw)*dist;
          cam_moved = true;
       }
