Hi,

Like this unanswered thread from 2011 
(http://forum.openscenegraph.org/viewtopic.php?t=8366) suggests, replacing the 
bounds center with a vec3(1,1,1) is much better.

Code:
Vec3(1,1,1) * computeLocalToWorld(pat->getParentalNodePaths()[0]);



This gives me the result I'm looking for.

Thank you!

Cheers,
Johny

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=74968#74968





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