I'm basically doing this:
vert_x# = (mesh\vert_x[i] * global_scale_x) * vl_unit_size_pixels
Where global_scale_x is the entity's global X scale, and vl_unit_size_pixels# is the size of a world unit, in pixels.
vert_x# = (mesh\vert_x[i] * global_scale_x) * vl_unit_size_pixels
Where global_scale_x is the entity's global X scale, and vl_unit_size_pixels# is the size of a world unit, in pixels.