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Posted

Yes. The magnitude of the first three components in the first three matrix rows are the entity global scale:

vec3 scale;
scale.x = len(mat[0].xyz);
scale.= len(mat[1].xyz);
scale.= len(mat[2].xyz);

 

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Posted

Thanks for the start. The compiler complains about the len() function, so I replaced it with length

I'm getting the desired results with decals, but not with planes despite it using the same code.

image.thumb.png.4fa20feba2bd46493cf838b1138634d3.png

 

If I could remove the normal blending with the decals, I wouldn't be making an overlay class.

 

Cyclone - Ultra Game System - Component PreprocessorTex2TGA - Darkness Awaits Template (Leadwerks)

If you like my work, consider supporting me on Patreon!

Posted

I rolled back to my previous solution for many reasons.

  1. I would have to check the entity's normal and swap out what scale values to use.
  2. I have to create a spawner class anyway which does a calculation to determine the base size from the texture. I would not be able to see the results in the editor anyway.
  3. My overlay classes are never intended to resize during runtime. 

The information was helpful and I hope it's useful to others!

Cyclone - Ultra Game System - Component PreprocessorTex2TGA - Darkness Awaits Template (Leadwerks)

If you like my work, consider supporting me on Patreon!

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