Utility/Mesh: Replace scale by transform matrix
Former-commit-id: 5f1d121a44a86fac59e32b993a015c4e0d464618 [formerly 2ba88d2c6c0a6913fee3d8945ab5870b163d654a] Former-commit-id: 84b306c8bf7abaee0161eb4a8e4e2d46da7698ac
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@@ -209,7 +209,7 @@ bool Load(Mesh* mesh, Stream& stream, const MeshParams& parameters)
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aiVector3D tangent = (iMesh->HasTangentsAndBitangents()) ? iMesh->mTangents[j] : aiVector3D(0.f, 1.f, 0.f);
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aiVector3D uv = (iMesh->HasTextureCoords(0)) ? iMesh->mTextureCoords[0][j] : aiVector3D(0.f);
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vertex->position = parameters.scale * Vector3f(position.x, position.y, position.z);
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vertex->position = parameters.matrix * Vector3f(position.x, position.y, position.z);
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vertex->normal.Set(normal.x, normal.y, normal.z);
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vertex->tangent.Set(tangent.x, tangent.y, tangent.z);
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vertex->uv.Set(uv.x, uv.y);
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