Fix for bug: [#18619] Shadow face flag ignores object's scale
In time for the 2.49a ahoy :)
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@ -261,6 +261,12 @@ void KX_BlenderRenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmat
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// couldn't find something to cast the shadow on...
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glMultMatrixd(oglmatrix);
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}
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else
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{ // we found the "ground", but the cast matrix doesn't take
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// scaling in consideration, so we must apply the object scale
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MT_Vector3 size = gameobj->GetSGNode()->GetLocalScale();
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glScalef(size[0], size[1], size[2]);
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}
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} else
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{
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@ -384,5 +390,4 @@ void KX_BlenderRenderTools::Update2DFilter(vector<STR_String>& propNames, void*
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void KX_BlenderRenderTools::Render2DFilters(RAS_ICanvas* canvas)
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{
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m_filtermanager.RenderFilters(canvas);
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}
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}
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