glPushMatrix();
xform = Mat4::identity;
xform.translate(-dtx_string_width(node->path.get_name()) / 2.0, 0, 0);
- xform.scale(0.001);
+ xform.scale(0.0012);
xform.translate(0, 1.54 + row * row_spacing, -radius);
xform.rotate_y(angle);
glMultMatrixf(xform[0]);