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After modifying the scaling property of htmlMesh, it gets automatically reset back to 1. I checked the code and found it's caused by the line this.scaling.setAll(1) in the _updateScaleIfNecessary function in htmlMesh.js. I'm not familiar with Babylon's codebase, so I don't understand why setAll(1) is needed here, but because of this, scaling becomes ineffective. This appears to be a bug and needs to be fixed.
Reproduction: https://playground.babylonjs.com/#HVHYJC#5
In this official Playground, modifying the scaling of any htmlMesh doesn't work. For example, inserting htmlMeshDiv.scaling.x = 0.5; at line 92 has no effect.