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Scaling and hierarchy

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If I have sibling/child hierarchy of meshs where every mesh have translation, rotation and scaling attributes, does scaling transformation must be applied for childrens or not? For now I commbine translation, scaling and rotation to one transform matrix so I do not need to calculate matrix every time. Update() methode is something like this:
// not true code, just simplifed version
void Mesh::Update(D3DXMATRIX *World)
{
     CombinedMatrix = Transform * *World;
     if (FirstChild != NULL)
         FirstChild->Update(&CombinedTransform)
     if (FirstSibling != NULL)
         FirstSibling->Update(World)
}
Problem is occured when I have scaling in some mesh where that mesh has FirstChild. If scaling applies to childs than it is ok, if not...? If scaling does not apply, how to make Update() ? Thanks, Zaharije Pasalic

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