Meshproxy bug?

Hi blenderheads!
I’m having a problem setting vertices positions, when the object is not centered or the orientation and position apllied!
If I get a vertex position and set it to that same position, the positon will add up and mess up all calculations. The console prints the right positions though! But in the rendering it shows different.
blend

actually you don’t need to recompute the verts location, which are LOCAL to the object they belong (in the coordinates system of the object).

import bge
from mathutils import Vector
def v(cont):
    own=cont.owner
    mesh=own.meshes[0]
    
    for i in range(mesh.getVertexArrayLength(0)):
        vert=mesh.getVertex(0,i)
        vertPos= vert.getXYZ() + Vector((10,0,0))
        vert.setXYZ((vertPos))
        print(vertPos)

if you shift-D (not alt-D !!) your plane and rotate/locate it in different way, you’ll see that they translate locally, local x +10 for each vert

Yes, this is the reason why I add the object’s position, multiplied by it’s orientation!. Then the local coordinates will be global.
otherwhise, i’d add the object’s position on top of vertpos!
Thank littleneo!

Don’t add the position and orientation. Just multiply the objects transform matrix by the position.
Obj.worldTransform * pos

worldTransform? Hmm, I’ll give it a shot, thanks agoose77!
But I still dont know if it’s supposed to work like tha, because, as I said the positions are printed correctly, but rendered differently(with the extra displacement)!