Revision: 57691
          
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=57691
Author:   moguri
Date:     2013-06-24 08:26:05 +0000 (Mon, 24 Jun 2013)
Log Message:
-----------
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.

Modified Paths:
--------------
    trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
    trunk/blender/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp

Modified: 
trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
===================================================================
--- trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp   
2013-06-24 06:44:00 UTC (rev 57690)
+++ trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp   
2013-06-24 08:26:05 UTC (rev 57691)
@@ -207,7 +207,7 @@
 
                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)

Modified: trunk/blender/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
===================================================================
--- trunk/blender/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp       
2013-06-24 06:44:00 UTC (rev 57690)
+++ trunk/blender/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp       
2013-06-24 08:26:05 UTC (rev 57691)
@@ -216,7 +216,7 @@
 
                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)

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