> 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.
it's general matrix math. Rotations take place about the origin; therefore, to rotate about an arbitrary point in 2-space (or axis in 3-space, or plane in 4-space) you simply translate by the difference, rotate, and then re-transform (to "put it back"). so you'll have a translation matrix, a rotation matrix, and a third translation matrix. Multiply them all together, and you should be good to go. Order of multiplications matters (it's non-commutative, unlike scalar multiplication), so do some experiments to find the right order (it's "backwards" iirc, but I could be forgetting/over-simplifying) > Thanks, > George Toledo > _______________________________________________ > Do not post admin requests to the list. They will be ignored. > Quartzcomposer-dev mailing list (Quartzcomposer-dev@lists.apple.com) > Help/Unsubscribe/Update your Subscription: > https://lists.apple.com/mailman/options/quartzcomposer-dev/christopher_wright%40apple.com > > This email sent to christopher_wri...@apple.com -- Christopher Wright christopher_wri...@apple.com _______________________________________________ Do not post admin requests to the list. They will be ignored. Quartzcomposer-dev mailing list (Quartzcomposer-dev@lists.apple.com) Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/quartzcomposer-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com