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Works all right here. Just making the rotate <0,180,0> change (and
removing the semicolon from the default texture line)
I see the comment talking of "n frames" if you plan to animate this
use: rotate <0,180*clock,0> instead.
Sorry you aren't getting the expected result there. I can't think of
anything else besides artificially turning it around.
Bob
Chuck Roberts <rob### [at] accn org> wrote in message
news:37C44216.30839564@accn.org...
>
>
> Bob Hughes wrote:
> >
> > Change the "rotate <0,180,180>", it's turning the whole thing
upside
> > down and around. Try 'rotate <0,180,0> instead to see. Also be
careful
> > of using multiple vector values in a rotation rather than multiple
> > individual rotations. You can't control the order otherwise.
>
> That doesn't work. No matter how I rotate it, the image is still
> mirrored.
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