Flip only the needed meshes rather than the whole canvas #945
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This is in essence a revert of #813
While this seemed very elegant for texture-based meshes, this introduces an issue for meshes that make use of the axis scales to position themselves (through
dataToWorld
).Indeed, the
flip
is already accounted for in the scales (which make sense for axes) so that coordinates computed through them already have the correct flipped coordinates. As a consequence, having an inverting group around such meshes flip them once more which is incorrect.Examples of such meshes include
SelectionMesh
or the ones used inLineVis
.