Here's some more. Move the move up and down to scale. Some weird happening here though. But, the general idea is there :D Only way to really solve it, is to you scalemesh, instead of ScaleEntity. It does mean though, that you'll have no way to get back to the orginal scale of the entity. Anyway, here goes:
Graphics3D 800,600 SetBuffer BackBuffer() Global camera = CreateCamera() PositionEntity camera,0,0,-10 Global light = CreateLight() Global cube = CreateCube() Global mouse_dif# While Not KeyHit(1) If MouseY() <300 Then mouse_dif = mouse_dif + 0.1 ElseIf MouseY()>300 Then mouse_dif = mouse_dif - 0.1 End If Scale_Mesh(cube, mouse_dif) MoveMouse 400,300 UpdateWorld RenderWorld Flip Wend End Function Scale_Mesh(mesh,scale#) If scale < 0 Then DebugLog (1.0/Abs(scale)) ScaleEntity mesh,1.0/Abs(scale),1.0/Abs(scale),1.0/Abs(scale) Else DebugLog scale ScaleEntity mesh,scale,scale,scale End If End Function