Rotating non square textures with out distortion?

Use custom rotator, it does not work when I use the non-square texture.
Any ideas? any help would be much appreciated!

what do you mean by “non-square texture” like 1024x1000 because of malloc and alloc (PC memory indexing, and allocation tools of your OS) most of these will attempt to be squared in memory, so you might not be saving any space by making them non-square, and you might just be adding computation time to have them made square at runtime to be handed to the GPU.

is there some reason besides “space savings” that you need these to be “non-square”

when you are rotating it are you rotating by a multiple of 90-degrees or some other number?

  • when rotating by a non-multiple of 90-degrees the CPU/GPU has to do a bunch of guess work especially if the image is not vectorized, and even more work with a non-square texture.

is this texture being mapped to a custom model, an engine Default Primitive, or something else?
if this is a custom model how are the UVs aligned after unwrapping for mapping and export?