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Answer by OFE in StackOverFlow: You will need to perform transformations to the texture co-ordinates yourself, you could do this in one of four places: -Apply the transformation to your raw model data. -Apply the transformation in the CPU (not recommended unless you have good reason as this is what vertex shaders are for). -Apply the transformation in ...


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I think you want eyeY = -10, upX = 0, and upZ = 1. The other values can stay. Your given and desired points suggest you want to rotate the camera position and its up vector about an axis parallel to (1, 0, 1) by angle PI. Doing that would yield the values I listed above. Can you explain why this is happening? It looks like you are getting ...


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You could start by taking a look at the JavaScript code of that page you've linked to figure out how they did it. I'd guess each line is composed by a lot of tiny rounded dots used as decals. That could explain why the lines look dotted when seen from close. I don't think using decals would be the most efficient technique, but it should be the simplest to ...


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Lacking an OpenGL compiler I forgot a semicolon. So this "v_TexCoordinate = a_TexCoordinate" + should be this: "v_TexCoordinate = a_TexCoordinate;" +



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