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Messages - Alex-Mart

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I think that in order to have the correct deformation 3d is needed. You should look Sprite 3D from SelbaWard.

I don't actually want to do a 3D transform on the texture, just to have it interpolate between all 4 vertexes instead of 3, maybe a shader could do that?
I'm not sure...

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I want to draw a sf::Texture to a simple sf::VertexArray/ sf::Quad, like the attached image shows, but if i simply map the quads vertexes to the texture it doesn't draw my quad like the image because the quad is divided into two triangles and that deforms the texture, causing a split in the middle, how can I avoid this?
Thank you in advance.

P.S: I've also tried to draw 4 difrent triangles and a triangle fan with 6 points with the 0 in the middle and the vertex 1 being equal to the 5th

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