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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