What do you mean how my model is structured? If you mean like how it was made, I exported it from blender as a .obj after doing smart UV project and then loaded it using objloader. I don’t know what you mean by how the UVs are laid out, but the arrows get their direction from a framebuffer that I render the direction I want them to point to. Each arrow is a vertex in a pointMesh, and in the vertex shader for them the framebuffer is sampled at their location on the screen. Their rotation is then the xy component of the framebuffer. Then, I make a rotation matrix and multiply the coordinates they use to get their color in the strokeTexture by it. I have double checked that the arrow rotation code works, and they do point in the direction they are supposed to.
Is it possible that the arrows do the weird swirly thing because this is a perspective camera?