Rotate quads: vertex or texcoord?

Dg's icon

Hello,

I have a scene full of quads which have the same texcoord (exactly the same image and aspect) with blend enabled.

I would like these quads to be oriented in different direction.

Should I do this by rotating the quads themselves or their own individual texture coordinates,
and how can I do that?

Thank you.

yair reshef's icon

rotate the quads, definitely.
andrew b. posted the formula ages ago, i used it on several of my pojects. its a little low level then simple rotatexyz, but using matrix>jit.gl.mesh>jit.op>jit.gl.reneder is most efficient and when you get comfortable with it. most powerful.https://cycling74.com/forums/index.php?t=msg&goto=11619

yair reshef's icon

this is the right linkhttps://cycling74.com/forums/index.php?t=msg&goto=116193
o, how i miss the list...

Dg's icon

Ok. Many thanks Yair.
I'm going to study that.

esnho's icon

Thank you!!

esnho's icon
Max Patch
Copy patch and select New From Clipboard in Max.

I've done a jit.gen porting, maybe it could be improved...