Fix transform scaling applying to nested objects when drawing
#1796 #1350
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@@ -847,7 +847,8 @@ void Cloth::OnPostUpdate()
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if (_meshDeformation)
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{
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// Mark mesh as dirty
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const Matrix invWorld = Matrix::Invert(_transform.GetWorld());
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Matrix invWorld;
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GetWorldToLocalMatrix(invWorld);
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BoundingBox localBounds;
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BoundingBox::Transform(_box, invWorld, localBounds);
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_meshDeformation->Dirty(_mesh.LODIndex, _mesh.MeshIndex, MeshBufferType::Vertex0, localBounds);
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