title: WebGL Combined Camera Rotations
body: <p>Why is it that when I multiply a rotation matrix with the camera matrix -</p>
  <pre><code>let rotation = m.mult4(m.rotateX(xRads)),m.rotateY(yRads)));
  camera = m.mult4(rotation,camera);
  </code></pre>
  <p>I get incorrect rotation. But when I multiply that same rotation matrix with just the <em>translation</em> portion of the camera matrix I get the correct rotation?</p>
  <pre><code>let rotation = m.mult4(m.rotateX(xRads)),m.rotateY(yRads)));
  camera = m.mult4(rotation, m.identity([ camera[12], camera[13], camera[14] ]))
  </code></pre>
  <p>Is there some kind of unintended accumulation that's throwing out the result? Is there a way to successfully multiply with the entire camera matrix so I don't have to track rotations separately?</p>