I’m learning about matrices currently using this cool video series. However, I have not gotten far enough along yet to know if what I am asking about is the right way of going about things.
What I want is a texture to rotate. I found this other thread, but I think it would be way faster to set up a rotation matrix, and multiply the UVs by it. What I don’t know is whether or not it it possible to do this efficiently and still make it framerate-independent. That is, I can pre-create a rotation matrix that rotates by a given amount, but in order to keep the rotating consistent, I think I will need to compute sines and cosines each frame. Is this incorrect?
Another problem is that the non-iPhone doucmentation doesn’t even mention the matrix command, whereas the iPhone docs do.
Any advice is appreciated, and the more code you can offer, the better, considering I was only introduced to rotation matrices yesterday, so I am not knowledgeable enough to formulate them myself yet.
Edit:
Wow, how completely relevant this page is. Should I report a bug about the 2.5 documentation not including the command, then? Also, is this the fastest method of computation?