On Tue, Mar 27, 2012 at 5:23 PM, Charles Goyard <cg@fsck.fr> wrote:
However, the result is a bit weird. It looks like the point of view is
rotated by 90 degrees and with a bit angled Z-axis. I don't understand
the camera object. How can I get back to something more frontal ?
I have done some extreme "keystoning" in the past using raw OpenGL in GEM (i.e. you build your polyon out of vertices) and using the combination of rotation and moving each vertex individually around. I had a quick look on my computer but cannot find the code right now but I hope that this can at least give some leads.
./MiS