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A way to rotate images using sceGu?

 
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ne0h



Joined: 21 Feb 2008
Posts: 386

PostPosted: Mon Feb 09, 2009 5:09 am    Post subject: A way to rotate images using sceGu? Reply with quote

There's a way to rotate a texture with sceGu? ( 2D, is a simple image )
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jean



Joined: 05 Jan 2008
Posts: 489

PostPosted: Mon Feb 09, 2009 6:34 am    Post subject: Reply with quote

Of course, there is one!
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jean



Joined: 05 Jan 2008
Posts: 489

PostPosted: Mon Feb 09, 2009 6:37 am    Post subject: Reply with quote

No, seriouly: do you need to rotate a texture only to show it rotated on the screen or you need to have the buffer with a rotated image back (e.g. to save it back on disk)??
The former is pretty straightforward:one simple way to do it implies writing a couple of polygons after having setted a rotation transform matrix, and you can desume ti from GU examples in pspsdk faster than i could explain. The latter is a huge pain in the a** because it requires some offscreen rendering using framebuffer objects. And it's not sure the speed advantage would worth the pain. I'm pretty sure i already discussed the topic somewhere on this forum, where i ended up pointing to wikipedia's rotation basics (http://en.wikipedia.org/wiki/Rotation_matrix)
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Torch



Joined: 28 May 2008
Posts: 842

PostPosted: Mon Feb 09, 2009 1:18 pm    Post subject: Reply with quote

If you want 90 degree rotation, you'll get pixel perfect rotation only though software rotation coded for 90 degrees. For arbitrary angles its better to use GU with rotation matrix since the difference between that and software arbitrary would most probably be subjective.
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