Do you mean transform (x,y,z) before projection?
I'm beginning to think I might need to do something like this, as I'm currently only displacing the UV coordinates which explains the effect. But I expect that transforming every vertex will be expensive.
I'll give it a go though, but would prefer the fastest method you (or anyone else) can think of. Thanks
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by: ozoPosted on 2009-09-16 at 11:56:51ID: 25348838
For rotations on other than the vertical axis. you may find it easier to convert to cartesian coordinates.