title: Rotate, then translate in three.js
body: <p>I would like to rotate then a plane created with THREE.PlaneGeometry, but I have some problems.</p>
  
  <ol>
  <li>What's the axis in front of the camera with FirstPersonCamera ?<br />
  My own tests have revealed a X-front/back, Y-top/bottom, Z-left/right, am I right ?<br />
  <br /></li>
  <li>In order to make a cube with these plane, I use the following code (cut for display only X-axis faces). For a reason I don't understand, there is a small space between the block and the orthogonal basis. It seems that rotation is applied after translation. How can I fix it ?</li>
  </ol>
  
  <pre><code>function lol() {
      var mesh = new THREE.Mesh(xFacesGeometry, material);
      mesh.matrix.setRotationFromEuler(new THREE.Vector3(0, ath.PI / 2),  'XYZ');
      mesh.matrix.setPosition(new THREE.Vector3(x * 20 + 10, y * 20 + 10, z * 20 + 10));
      mesh.matrixAutoUpdate = false;
  }
  lol(0, 0, 0);
  lol(1, 0, 0);
  </code></pre>
  
  <p>Full code here (use ctrl+click to move backward) : <a href="http://jsfiddle.net/u8ZHC/" rel="nofollow">http://jsfiddle.net/u8ZHC/</a></p>