Scale, the performance killer

I can't figure a way around the speed issues from using scale on normal rendering, but will DrawMesh or DrawMeshNow bypass MeshRender.ComputeScaledMesh?

From quickly looking at the code, it appears that DrawMeshNow will indeed bypass ComputeScaledMesh, so it should be faster. But it also means that some shader calculations will no longer be valid, and you may end up with wrong lighting for your meshes. Whether or not that is an issue, depends on the shaders you use, so, your milage may vary.

Thanks Jonas, it's nice to finally get an answer on this issue. Yea, I'm not thrilled about having to do this, but it seems a requirement to be able to scale objects. Is there any word on if a fix for the scaling issue in the next build? I'd really rather not implement this fix if the engine bugfix is around the corner.