Say I have a sprite. Its axis-aligned bounding box (AABB) is easy to find since I know the width and height. Say I rotate it 45 degrees, I don’t think the AABB would be big enough to cover it, so I need a new AABB. How can I calculate the bounding rectangle of a rotated rectangle? (given a center point, an angle, and its width and height).
Note that OpenGL does the rotation so I do not have access to the vertex information.
What I’m trying to do is get AABBs so I can do 2D culling for rendering.
Is there possibly a greedy way of finding the AABB that satisfies any angle?
Thanks
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