Hello @Gus_Fermin ,
I have also grappled with this before but ended up simplifying my approach.
You can do this for simple rotations about the Y:
void draw() {
background(0);
translate(width / 2, height / 2, -5);
float startAngle = -TAU/4;
float angle = (frameCount%720)*TAU/720;
float angle2 = startAngle+angle;
rotateY(angle2);
//fill(#0768ED);
//circle(150, 100, 50);
if (angle2 > -TAU/4 && angle2 < TAU/4)
shape(quadIN, 0, 0);
else
shape(quadOUT, 0, 0);
}
I did this for this example:
OpenTrack UDP Data Tracking
More complex rotations may be problematic.
UPDATE:
I see that you sorted this out already!
:)