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Currently the most used scene graph transformation implementation are dual quaternions, which don't allow any scaling. The original code normalized the rotation matrix, involving three dot products and one sqrt, even if it wasn't needed in most cases -- even if using scene graph with matrices mostly you don't scale at all and thus the shader internally renormalized already normalized vectors for _each object_ in each frame. This _will_ break things, don't forget to update the code and call `setNormalMatrix()` along with `setTransformationMatrix()`.pull/277/head
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