Hi, noob question, wondering if there's an easy way to do non-uniform scaling, ie, where x,y,z, scaling factors are different.
My immediate need is simply to create a Primitive.Plane, which is of unit size, then scale as needed in the x,y directions.  For example, maybe I'd like a plane twice as wide as high.
Wait...just occurred to me...should I use the rotation matrix, and pass in values on the diagonal?
			
			
			
				Well, I got it to work with the following code, in which I need not only non-uniform x-y scaling, but rotation baked in as well:
 plane = Primitives.getPlane(1,1);
 Matrix scalingMat = new Matrix();
 scalingMat.set(0, 0, width);
 scalingMat.set(1, 1, height);
 Matrix rotMat = plane.getRotationMatrix();
 rotMat.rotateX((float)(Math.PI/2f));
 scalingMat.matMul(rotMat);
 plane.setRotationMatrix(scalingMat);
Let me know if there's an easier/better way for this.
			
			
			
				That's ok, but it might screw up your normals so that lighting can become strange. You might want to add
plane.rotateMesh();
plane.clearRotation();
at the end to make the change permanent to the mesh.
			
			
			
				Thanks, makes perfect sense, I forgot about the normals.