Sorry, the comment about "affine tiling" was meaning that I could possible do the texture rotate stuff in a glsl shader instead of manipulating the texture via custom plugin. I realized that was pretty unclear :)
-gt On Thu, Aug 16, 2012 at 8:41 AM, George Toledo <gtole...@gmail.com> wrote: > I have a somewhat obscure question about the gl texture matrix. > > I've noticed that when manipulating the gl texture matrix, that x/y > translate works as expected, as does scale and Z rotation. > > "X" and "Y" rotations that would typically work for modelview "stretch" > the texture though. When rotating X, instead of seeing the texture "shrink" > into the center, it stretches out from the top or bottom. It seems as > though it's not rotating around center, but one edge of the sprite, > basically. > > To clarify, imagine if one had a sprite still, but the texture had the > appearance of rotating in X or Y, with the proper perspective "bowing in" > of the texture when rotated. So, I'm "getting" the current modelview > matrix, so I can determine trackball and 3d transform rotations, and trying > to apply that info textured sprites, to re-jigger the texture to appear > aimed at the viewer. > > Has anyone ever dealt with this? Is there math that can be done to offset > "rotate" the texture correctly? > > I think if I could find some decent example code for affine tiling, I > could figure out how to do what I wish to, but google has been lacking in > results so far. > > Thanks, > George Toledo >
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