// Prim roation and position\r
//GL.MultMatrix(Math3D.CreateTranslationMatrix(av.avatar.Position));\r
//GL.MultMatrix(Math3D.CreateRotationMatrix(av.avatar.Rotation));\r
- GL.MultMatrix(Math3D.CreateSRTMatrix(new Vector3(1, 1, 1), av.avatar.Rotation, av.avatar.Position));\r
+ GL.MultMatrix(Math3D.CreateSRTMatrix(new Vector3(1, 1, 1), av.SimRotation, av.SimPosition));\r
\r
// Special case for eyeballs we need to offset the mesh to the correct position\r
// We have manually added the eyeball offset based on the headbone when we\r