I'm trying to avoid the scaling math calcs for faster framerate.
Now maybe I'm wrong, but my thinking is if the level is designed where all objects are scale=1 (and textures are mapped that way), I can avoid some extra math for the engine.
I could be wrong, scaling could be integrated in the render pipe and there's no way to avoid it.
I'm hoping when the engine "sees" an object of scale=1, it bypasses the scaling math - of course it may not work that way and perform the calc anyway.

I don't want to use scaling just to make things fit, or be a certain size when rendered.
I think that should be taken into consideration during the design phase of a project.

Thx Superku...



Dreaming ain't Doing..!
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