Fixed shifted clippimg plane triangulation on scaled meshes,
fighting z-fighting has to be done in world coords.
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@ -106,7 +106,6 @@ void MeshClipper::recalculate_triangles()
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Transform3d tr = Transform3d::Identity();
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tr.rotate(q);
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tr = m_trafo.get_matrix() * tr;
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height_mesh += 0.001f; // to avoid z-fighting
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if (m_limiting_plane != ClippingPlane::ClipsNothing())
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{
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@ -165,6 +164,8 @@ void MeshClipper::recalculate_triangles()
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m_triangles2d = triangulate_expolygons_2f(expolys, m_trafo.get_matrix().matrix().determinant() < 0.);
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tr.pretranslate(0.001 * m_plane.get_normal().normalized()); // to avoid z-fighting
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m_vertex_array.release_geometry();
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for (auto it=m_triangles2d.cbegin(); it != m_triangles2d.cend(); it=it+3) {
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m_vertex_array.push_geometry(tr * Vec3d((*(it+0))(0), (*(it+0))(1), height_mesh), up);
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