             mat4.lookAt world2cam, position, dir, up
             mat4.invert @_cam2world, world2cam
             mat3.fromMat4 @_cam2world3, @_cam2world
-            mat3.fromMat4 @_world2cam3, world2cam
             {r,g,b} = scene.background_color
             gl.clearColor r,g,b,1
             gl.clear gl.COLOR_BUFFER_BIT|gl.DEPTH_BUFFER_BIT

    draw_mesh: (mesh, mesh2world, pass_=-1, material_override,
        world2cam_override, projection_override)->
        # TODO: Put all camera matrices into a single argument:
        # world2cam, cam2world, world2cam3, cam2world3
        # projection, projection inverse
        # TODO: check epsilon, probably better to check sum of absolutes
        # instead of sqrLen

        mat4.setTranslation cam2world, cam_pos

        mat4.invert world2cam, cam2world

        vec3.transformMat3 @camera_z, VECTOR_MINUS_Z, cam_rm
        # Set plane vectors that will be used for culling objects
