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Geometric transformation through worldMatrix


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I need to scale a mesh along global axis. The mesh.scaling attribute refers to mesh local axis so it's useless to me.

I managed to scale the mesh through the direct manipulation of the worldMatrix, but when i rotate the mesh the worldMatrix is reset to its original values and scaling and position data is lost.

I also tried to call the bakeCurrentTransformIntoVertices() function after scaling the mesh, but the mesh loses its position and gets other unwanted behaviours.

I'd like to avoid the trick of parenting the mesh and scale the parent instead of the mesh.

Is there a way to scale a mesh along a global axis?

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