Fix transform scaling applying to nested objects when drawing
#1796 #1350
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@@ -335,4 +335,12 @@ public:
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// Calculates the world matrix for the given transformation instance rendering.
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void GetWorldMatrix(const Transform& transform, Matrix& world) const;
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// Applies the render origin to the transformation instance matrix.
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FORCE_INLINE void GetWorldMatrix(Matrix& world) const
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{
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world.M41 -= Origin.X;
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world.M42 -= Origin.Y;
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world.M43 -= Origin.Z;
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}
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};
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