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How To Scale Meshes on Wolrd Axis

Kartik Gevariya

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Normally, a mesh is firstly scaled, then rotated, then translated (world transformation). I guess you would like something like rotation first, then scaling (always in the local space), then translation.

This means the mesh shape could be deformed as Adam suggested. Unless reimplementing the computation order of the World Matrix, I suppose that the simpler way is to set the mesh as updatable, then get its vertices and scale them along the rotated axis.

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