Basically that method of fitting a bitmap texture onto a parallelogram, by splitting the parallelogram into two triangles and skew/shearing the two separate copies of the texture to be lined up with it’s respective triangle.
Senocular wrote a pretty good tutorial on it, but I’m stuck on some little details and or conceptual stuff, I’m not sure. :puzzle: Yeah, I’m actually pretty confused. lol
First question, in the transform matrix, the b and c multipliers (skew and shear), what does it mean exactly? I played around with it and found that shearing by a factor of one, the angle formed by the slope (the slope of the two top or bottom ‘points’) of the shape was 45˚. So, 1 = 45; 0.5 = 22.5, etc. Am I on the right track or was the 45 angle observation just a coincidence? If so, how exactly do I find the skew factor?
I’ll probably have more questions later on, but I can’t think of them at the moment …