Hello all. My math-challenged mind has a problem with this issue- I’m aware there are many algorithms out there for doing this, was wandering how to actually implement one or better yet, whether one was already implemented in jitter.
In the current patch I’m working on, textured shapes (distorted rectangles) are supposed to slowly accumulate, covering the opengl space while slightly overlapping each other (I’d rather have them overlap then start solving escher type perfect-fit puzzles). I’m looking for the simplest most effective way of generating and controling this tiling behaviour (basically setting the shape’s position and scale) . This is only for 2D.
Any help will be appreciated!!