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authorMitchell Stokes <mogurijin@gmail.com>2013-06-24 12:26:05 +0400
committerMitchell Stokes <mogurijin@gmail.com>2013-06-24 12:26:05 +0400
commitc3d70a9bafabae19bc6747741aabfbb8470bb8f8 (patch)
tree17e2d4d1210eda2e1dd240c3a27e031a7f900308 /source/gameengine
parente02612c04203c5a8028ebffc467158e4b42db09b (diff)
BGE: Fix for [#34185] "billboard scale problem in groups" reported by Tobias Lijsen (blenderhilfe).
Use world scaling instead of local scaling when billboarding so we get all inherited scaling.
Diffstat (limited to 'source/gameengine')
-rw-r--r--source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp2
-rw-r--r--source/gameengine/GamePlayer/common/GPC_RenderTools.cpp2
2 files changed, 2 insertions, 2 deletions
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
index 4c162376b36..db9445b728d 100644
--- a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
+++ b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
@@ -207,7 +207,7 @@ void KX_BlenderRenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmat
KX_GameObject* gameobj = (KX_GameObject*)m_clientobject;
// get scaling of halo object
- MT_Vector3 size = gameobj->GetSGNode()->GetLocalScale();
+ MT_Vector3 size = gameobj->GetSGNode()->GetWorldScaling();
bool screenaligned = (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED)!=0;//false; //either screen or axisaligned
if (screenaligned)
diff --git a/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp b/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
index 39579f5629f..70a05f7425b 100644
--- a/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
+++ b/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
@@ -216,7 +216,7 @@ void GPC_RenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmatrix,in
KX_GameObject* gameobj = (KX_GameObject*) this->m_clientobject;
// get scaling of halo object
- MT_Vector3 size = gameobj->GetSGNode()->GetLocalScale();
+ MT_Vector3 size = gameobj->GetSGNode()->GetWorldScaling();
bool screenaligned = (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED)!=0;//false; //either screen or axisaligned
if (screenaligned)