Right - I'm saying compute the 3x3 rotation matrices at the same time you compute the 4x4 ones because their overhead is trivial.

If `view3D` is likely to be used every frame, e.g., because the central body shader uses it, I'd also drop the dirty flag for that.

Anyway, this is not a big deal.  I continue to work on this code for models and if I see an opportunity to improve it then, I will.  You are welcome to move forward however you want.