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WoW:SetTexCoord Transformations
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===Affine transformations as matrices=== You'll note my matrix example was a 3 dimensional coordinate, and a 3 by 3 matrix, this is because a 2 dimensional matrix isn't enough to represent an affine transformation by itself, because it cannot represent translation. The trick is to add a 'dummy' z coordinate, which ALWAYS has the value 1, and then use the following matrices: <math> \begin{pmatrix} X\\ Y\\ 1 \end{pmatrix} = \begin{pmatrix} A&B&C\\ D&E&F\\ 0&0&1 \end{pmatrix} \times \begin{pmatrix} x\\ y\\ 1 \end{pmatrix} </math> Which then yields: X = Ax + By + C Y = Dx + Ey + F 1 = 1 In this case, A,B,D,E represent scaling, shearing, and rotation, and C,F represent translation. Matrices of this form also multiply together properly, preserving the last row in the correct format.
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