I am doing the following transformation to some images which are being displayed as textures in a Quad node:
Since textures are loaded as squares, I am scaling X and Y with different values in order to get the original proportion of the images.
For some strange reason, when I rotate after scaling the rotation distorts the image, stretching it depending on its proportion. How can this be avoided? How can I rotate a rectangular image maintaining its aspect ratio without distorting it?
This doesn’t happen if I rotate before scaling, but I think I really need to maintain that order.
Why? Well, my problem is that I have some translation, rotation and scaling values already in a file. These are being used in a “Processing” sketch and they work fine with the above order. Unfortunately “Processing” has a memory leak bug related to the use of many images in OpenGL mode so I decided to reimplement the project using vvvv. Now I’m trying to get the same transformations to happen but I still didn’t get it right. I need to get exactly the same layout when I overlap several images but for some reason I keep getting different results.
Thanks in advance,