title: GLM OpenGL Rotation only correct around X axis
body: <p>I'm using this very simple code to rotate objects around their own origin</p>
  
  <pre><code>void Entity::rotate(unsigned short axis, float speed, float delta)
  {
      m_Orientation[axis] += delta * speed;
      glm::quat quaternion = glm::quat(glm::vec3(m_Orientation[0], m_Orientation[1], m_Orientation[2]));
  
      m_RotationMatrix = glm::mat4_cast(quaternion);
  }
  </code></pre>
  
  <p>The issue I'm facing is that the rotation is only relative to object's direction on the <strong>X</strong> axis. Meaning that no matter which way the object is facing (what it's orientation is), if I rotate it around <strong>X</strong> it will always rotate around it's own <strong>X</strong> axis. That is what I would like to do, but on the other 2 axis as well.</p>
  
  <p>But Y and Z always rotate around world X and Y axis, disregarding which way my object is facing.</p>
  
  <p>My code is so small and simple I don't really see the problem? Is the X rotation being always correct the accident, or is it that the other two are wrong?</p>