the current fragment shader implementations for plane, circle and tri does really stupid and inefficient 2d-collision detection to rotate objects. this can be simplified by simply rotating scaling and translating the vertices in the vertex shader stage.
However, one has to take care of the following things for images:
need to use scaled and rotated texture coordinates
should be drawn on an infinite plane to show clamping when scaled down (e.g. see mirrored repeat to make a nice pattern, or crazy effects from clamp to edge )
the current fragment shader implementations for
plane
,circle
andtri
does really stupid and inefficient 2d-collision detection to rotate objects. this can be simplified by simply rotating scaling and translating the vertices in the vertex shader stage.However, one has to take care of the following things for images: