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Non-uniform scaling
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Topic: Non-uniform scaling (Read 2916 times)
Irony
long
Posts: 151
Non-uniform scaling
«
on:
August 15, 2014, 01:41:58 pm »
It would be really convenient to have a non-uniform scale function for Object3D, something like scale(x,y,z). (I know there are ways to achieve that, but not as comfortable.)
Do you have any plans to implement that someday?
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EgonOlsen
Administrator
quad
Posts: 12298
Re: Non-uniform scaling
«
Reply #1 on:
August 19, 2014, 10:47:44 am »
No, that's not likely to happen. Albeit it sounds like a trivial thing, it would require a lot of internal changes and i don't think that it would be worth it. You can consider this a design flaw, but it would be really hard to fix this in the current stage.
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Irony
long
Posts: 151
Re: Non-uniform scaling
«
Reply #2 on:
August 19, 2014, 11:12:15 am »
Ok, thanks for giving a definite answer on that one.
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EgonOlsen
Administrator
quad
Posts: 12298
Re: Non-uniform scaling
«
Reply #3 on:
August 19, 2014, 01:36:24 pm »
If you want to apply non-uniform scaling at setup time, you can always tweak the rotation matrix and make the rotations permanent to the mesh (rotateMesh()).
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Irony
long
Posts: 151
Re: Non-uniform scaling
«
Reply #4 on:
August 19, 2014, 02:51:11 pm »
Thanks, I've already found a snippet somewhere on the forums and use that.
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Non-uniform scaling