ehofman 73a4994cac Norman Vine:
Note that SSG and OpenGL use different representations
of Matrices.

1) SSG is row major and OpenGL is column major

2) SSG uses a Z is up whereas conventionally OpenGL uses
   Z is pointing into the screen
   ie this just requires swapping the Y and the Z axis < columns >
   and negating the new Y column

3) Now since SSG eventually calls OpenGL SSG must do this
   for us behind the scenes or else things just wouldn't work
   so inorder to get Clouds3D to render in the proper location
   we should just need to use the Matrix that SSG uses for a Camera
   Matrix and pass this directly to the Clouds3D Camers
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