currently I am rotating a texture by using glRotate on the vertex's
GL.Rotate(45, 1.0, 0.0, 0.0); GL.Begin(BeginMode.Polygon); GL.TexCoord2(0, 0); GL.Vertex2(ULx, ULy); GL.TexCoord2(1, 0); GL.Vertex2(URx, URy); GL.TexCoord2(1, 1); GL.Vertex2(BRx, BRy); GL.TexCoord2(0, 1); GL.Vertex2(BLx, BLy); GL.End();
This works fine, but since it is just a 2d matrix operation all of the rotations are pretty much squashing the texture (it doesn't look like the far side is far away), in the example, I would expect the top to have a smaller width than the bottom width, because it is visible but further away.
this isn't the case, and I understand why (I've taken Linear Algebra :-P)
I am looking to create a 3D FLAT object, would it be a cube where one side is 0 width?
and I want to rotate it in 3D space where the perspective is correct.
I don't really know how to accomplish this yet, most of the code I find makes 3D cubes (although I am having trouble placing my texture on it).
Any help is appreciated.
Edited by Krum110487, 14 August 2012 - 10:07 AM.