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Topic: changing rotation (Read 328 times) |
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wilson
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changing rotation
« on: Apr 20th, 2004, 5:18pm » |
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Hi, any help on the below problem would be much appreciated: Is there any way to essentialy say: BImage map; map = loadImage("someimage.jpg"); //then imageMode(X, Y) // imaginary syntax translate(by something); rotate(by something); image(map, 0, 0); Ok, psedocode aside, I know you can't do that imageMode thing above, but I'm trying to rotate an image of a map around a fluxuating origin -- the problem is there is an onscreen representation of a user, and when that user rotates I want the map to rotate around that user's position. The issue I'm having is when I rotate the map, since it's being drawn from either imageMode(CORNER) or imageMode(CENTER_RADIUS) it always uses those origins to rotate around. Any feedback / suggestions? Thanks guys. _will
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v3ga
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Re: changing rotation
« Reply #1 on: Apr 20th, 2004, 8:35pm » |
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Hello, what you could do is to draw a textured quad in (XY) plane. Thus, you could set the positions of the quad's corners as desired (in their local coordinates), and then rotate around the z-axis to tranform the quad (thus the image). Hope it helps !
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http://v3ga.net
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narain
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Re: changing rotation
« Reply #2 on: Apr 22nd, 2004, 5:49pm » |
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Or... (and I've only tried this on a piece of paper) I think you can emulate "rotate(by something, around (x,y));" by this: translate(x,y); rotate(by something); translate(-x,-y); Either this, or with the two translates switched (i.e. sign reversed).
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wilson
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Re: changing rotation
« Reply #3 on: Apr 23rd, 2004, 6:06pm » |
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thanks all for the help!
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