I admit that I am not an expert on Matrix3D computation, but is it really me or just a bug?
In my understanding an inverted matrix can neutralize an already applied transformation to a Vector3D. So having a Vector3D transformed by a matrix and afterward to the inverted one returns the original Vector coordinates, right?
Can anyone explain this or should I log a bug?
Update: If I use transformVectors instead – the computed values are as expected.