/**
 * Transform the coordinate system to match the surface of the wall
 */ 
void Dodecahedron::transformToWallCoordinateSystem( int wall )
{
	Vec3f vCenter = wallCenters[wall];
	Vec3f coordinateSystem[3] = wallCoordinateSystems[wall];
	
	//transform the model matrix to place (0,0,0) in the middle of the wall. this is awesome, took me a while to figure out
	//...probably done the wrong way :)	
	gl::pushModelView();
	Matrix44f transformation = gl::getModelView();
	transformation = transformation.createTranslation(vCenter);
	transformation.rotate(Vec3f::zAxis(), coordinateSystem[2], coordinateSystem[1]);	
	gl::multModelView(transformation);
}