title: Opengl Model Matrix doesnt rotate around the origin after one rotation
body: <p>I want to rotate my model Matix in x, y, and z direction, but it rotates in an unexpected way.
  I use Qt.</p>
  
  <pre><code>QMatrix4x4 mMatrix;
  mMatrix.setToIdentity();
  mMatrix.rotate(yAngle, QVector3D(0, 1, 0));
  mMatrix.rotate(zAngle, QVector3D(0, 0, 1));
  mMatrix.translate(cube-&gt;getPosition());
  </code></pre>
  
  <p>After the first rotation the followed rotations rotate around the base of the new model Matrix, while I want the followed rotations to rotate around the origin.</p>
  
  <p>I drew a little sketch so my problem might be clearer (black shows how it is right now, green is how i want it to be):
  <img src="https://i.imgur.com/YM9K1Lp.png" alt="sketch of the vector problemn">
  The green arrow shows how i want it to be.</p>