This might be a result of the 16-bit UVs, but I feel its probably because of the different ways I calculate the vertex coordinates. Easy to see.
Easy way to see this is go to the Camera-Sprite demo, camera "2" and when the red man is rotated at 0 it looks normal, but 90 and 270 looks shaky. This suggests the mid point calculations aren't quite the same as the sin/cos ones.
This might be a result of the 16-bit UVs, but I feel its probably because of the different ways I calculate the vertex coordinates. Easy to see.
Easy way to see this is go to the Camera-Sprite demo, camera "2" and when the red man is rotated at 0 it looks normal, but 90 and 270 looks shaky. This suggests the mid point calculations aren't quite the same as the sin/cos ones.