Number all of the faces of an actual Rubik's Cube, like you suggested. Look at a single side. Let's say you are looking down the z axis. If you rotate the three slices perpendicular to the y (up) axis, the numbers on the face you were looking at will maintain their orientation. However, if you rotate the three slices perpendicular to the x (side) axis, you'll find that the number's orientations will, in fact, flip. Even when you rotate the slices perpendicular to the y axis, the orientation of the numbers on the faces at the top and bottom of the cube, relative to your view position, will change.
This is correct. Why do you expect a different result?
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Posted 02 January 2013 - 12:16 AM
Right now any "Twist" Renders the peices upside on the backside of the Cube.
It might help to post some of your code. What you just stated doesn't make sense. I'm not sure how to word this correctly, so bear with me.
Let's say that you are looking at one face of the cube, down the z axis. You have seven "slices" of the cube visible to you, three perpendicular to the x axis, three perpendicular to the y axis, and the entire side you are looking at. If you rotate all of the slices, say perpendicular to the y axis 180°, one at a time, the orientation of the texture originally facing you should not change. The only time it should change is if you first rotate the entire face facing you and then rotate the other slices.
You must be introducing a rotation along an axis you do not intend. How are you doing the rotations? What API are you using (OpenGL, DirectX, etc.)?