Well, it doesn`t. The solution from the article work only for the case when the top two corners are moved horizontally. If I move one of them vertically it again look bad. Small bottom/side parts also didn`t work with that solution.
//EDIT: I found this post: http://www.gamedev.net/topic/419296 ...
Search found 3 matches
- Mon Feb 06, 2012 1:28 pm
- Forum: Off-topic
- Topic: SKewing Sprites
- Replies: 4
- Views: 1499
- Mon Feb 06, 2012 10:28 am
- Forum: Off-topic
- Topic: SKewing Sprites
- Replies: 4
- Views: 1499
Re: SKewing Sprites
What do you mean by that? If I move the corners and leave texture position alone it look like described in that article. Rotating and transforming it in 3D space is not a solution, as I need the corners to be in specific position, and the texture to look consistent.
- Mon Feb 06, 2012 10:02 am
- Forum: Off-topic
- Topic: SKewing Sprites
- Replies: 4
- Views: 1499
SKewing Sprites
Hi,
Im writing a game in OpenGL, and stumbled upon simple, yet irritating problem. I want to have a square (I`m using ortographic camera), where I can set any position to each of the four corners, even if that would mean to make a diamond, or trapezium from that square. I created a basic square ...
Im writing a game in OpenGL, and stumbled upon simple, yet irritating problem. I want to have a square (I`m using ortographic camera), where I can set any position to each of the four corners, even if that would mean to make a diamond, or trapezium from that square. I created a basic square ...