Fixed the scaling in pixelSize computation and the autoscale usage of it.
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@ -153,7 +153,7 @@ void AutoTransform::accept(NodeVisitor& nv)
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if (getAutoScaleToScreen())
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if (getAutoScaleToScreen())
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{
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{
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float size = 1.0f/cs->pixelSize(getPosition(),1.0f);
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float size = 1.0f/cs->pixelSize(getPosition(),0.48f);
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setScale(size);
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setScale(size);
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}
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}
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@ -106,7 +106,7 @@ void CullStack::pushCullingSet()
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M(2,2)*P23,
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M(2,2)*P23,
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M(3,2)*P23 + M(3,3)*P33);
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M(3,2)*P23 + M(3,3)*P33);
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float scaleRatio = 0.701f/sqrtf(scale_00.length2()+scale_10.length2());
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float scaleRatio = 0.7071067811f/sqrtf(scale_00.length2()+scale_10.length2());
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pixelSizeVector *= scaleRatio;
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pixelSizeVector *= scaleRatio;
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