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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