Hello people,
just a general question / ask for feature.
In my actual project i need some rotation, and i was really confused and suprised, that the object rotate in the wrong direction x) Firstly i thought i got some brainbugs, then i realized that the rotation is every time clockwise. So i looked up for an option to inverse that. Actually i realized with it in my shader for the object.
I read the article on the tutorial, and i understand why it is clockwise, becuase of the down mirrored coordinate system.
So why is this a bit nervy for me, i created my object texture aligned to the first quadrant. If i would use the current clockwise rotation, the code could be a bit non-comprehensible imo.
Whats about a feature like:
sfSprite_setRotation(90.0f, true) [C] true = anticlockwise, false = clockwise
Sprite.setRotation(90.0f, true) [C++]
I looked up the source, maybe it is just an extra rotation matrix which is inversed.
I know this seems like a bit fussy, but i get really brainbugs, with the clockwise rotation. I learned that rotation is every time anti clockwise according to euclidean room
Dont hate me
Greetz MOP