Author Topic: Non-uniform scaling  (Read 2419 times)

Offline Irony

  • long
  • ***
  • Posts: 151
    • View Profile
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?

Offline EgonOlsen

  • Administrator
  • quad
  • *****
  • Posts: 12295
    • View Profile
    • http://www.jpct.net
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.

Offline Irony

  • long
  • ***
  • Posts: 151
    • View Profile
Re: Non-uniform scaling
« Reply #2 on: August 19, 2014, 11:12:15 am »
Ok, thanks for giving a definite answer on that one.

Offline EgonOlsen

  • Administrator
  • quad
  • *****
  • Posts: 12295
    • View Profile
    • http://www.jpct.net
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()).

Offline Irony

  • long
  • ***
  • Posts: 151
    • View Profile
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.