> 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
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Christopher Wright
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