Okay i came up with something like that:

Code:

if (aura.textaura ~= true) then
texture:SetRotation(math.rad(aura.rotate));
end
if (aura.customtex == true) or (aura.owntex == true) then
local ULx, ULy, LLx, LLy, URx, URy, LRx, LRy = texture:GetTexCoord();
local x = (sqrt(2) - 1) / 2
if string.find(aura.customname, "//") then
if (aura.rotate == 0) or (aura.rotate == 360) then
texture:SetTexCoord(ULx + x, ULy + x, LLx + x, LLy - x, URx - x, URy + x, LRx - x, LRy - x);
elseif (aura.rotate == 90) then
texture:SetTexCoord(ULx + x, ULy + x, LLx - x, LLy + x, URx + x, URy - x, LRx - x, LRy - x);
elseif (aura.rotate == 180) then
texture:SetTexCoord(ULx + x, ULy - x, LLx + x, LLy + x, URx - x, URy - x, LRx - x, LRy + x);
elseif (aura.rotate == 270) then
texture:SetTexCoord(ULx - x, ULy - x, LLx + x, LLy - x, URx - x, URy + x, LRx + x, LRy + x);
end
else
if (aura.rotate == 0) or (aura.rotate == 360) then
texture:SetTexCoord(ULx + x, ULy + x, LLx + x, LLy - x, URx - x, URy + x, LRx - x, LRy - x);
elseif (aura.rotate == 90) then
texture:SetTexCoord(ULx - x, ULy + x, LLx + x, LLy + x, URx - x, URy - x, LRx + x, LRy - x);
elseif (aura.rotate == 180) then
texture:SetTexCoord(ULx - x, ULy - x, LLx - x, LLy + x, URx + x, URy - x, LRx + x, LRy + x);
elseif (aura.rotate == 270) then
texture:SetTexCoord(ULx + x, ULy - x, LLx - x, LLy - x, URx + x, URy + x, LRx - x, LRy + x);
end
end
end
if (aura.textaura ~= true) then
local ULx, ULy, LLx, LLy, URx, URy, LRx, LRy = texture:GetTexCoord();
if (aura.symetrie == 1) then
texture:SetTexCoord(URx, URy, LRx, LRy, ULx, ULy, LLx, LLy); -- Inverse X
elseif (aura.symetrie == 2) then
texture:SetTexCoord(LLx, LLy, ULx, ULy, LRx, LRy, URx, URy); -- Inverse Y
elseif (aura.symetrie == 3) then
texture:SetTexCoord(LRx, LRy, URx, URy, LLx, LLy, ULx, ULy); -- Inverse XY
else
texture:SetTexCoord(ULx, ULy, LLx, LLy, URx, URy, LRx, LRy); -- Normal
end
end
if (aura.textaura == true) then
frame.baseH = 256 * aura.size * (2 - aura.torsion);
elseif (aura.customtex == true) then
local x = (sqrt(2) * 2) - 1
if string.find(aura.customname, "//") then
if (aura.rotate == 0) or (aura.rotate == 180) or (aura.rotate == 360) then
frame.baseH = 256 * aura.size * (2 - aura.torsion);
elseif (aura.rotate == 90) or (aura.rotate == 270) then
frame.baseH = x * 256 * aura.size * (2 - aura.torsion);
else
frame.baseH = sqrt(2) * 256 * aura.size * (2 - aura.torsion);
end
else
if (aura.rotate == 0) or (aura.rotate == 180) or (aura.rotate == 360) then
frame.baseH = 256 * aura.size * (2 - aura.torsion);
elseif (aura.rotate == 90) or (aura.rotate == 270) then
frame.baseH = 256 * aura.size * (2 - aura.torsion);
else
frame.baseH = sqrt(2) * 256 * aura.size * (2 - aura.torsion);
end
end
elseif (aura.owntex == true) then
if (aura.rotate == 0) or (aura.rotate == 180) or (aura.rotate == 360) then
frame.baseH = 256 * aura.size * (2 - aura.torsion);
elseif (aura.rotate == 90) or (aura.rotate == 270) then
frame.baseH = 256 * aura.size * (2 - aura.torsion);
else
frame.baseH = sqrt(2) * 256 * aura.size * (2 - aura.torsion);
end
else
frame.baseH = sqrt(2) * 256 * aura.size * (2 - aura.torsion);
frame.baseL = sqrt(2) * 256 * aura.size * aura.torsion;
end
if (aura.textaura == true) then
local fontsize = math.min(33, math.max(10, math.floor(frame.baseH / 12.8)));
local checkfont = texture:SetFont(self.Fonts[aura.aurastextfont], fontsize, "OUTLINE, MONOCHROME");
if not checkfont then
texture:SetFont(STANDARD_TEXT_FONT, fontsize, "OUTLINE, MONOCHROME");
end
frame.baseL = texture:GetStringWidth() + 5;
elseif (aura.customtex == true) then
local x = (sqrt(2) * 2) - 1
if string.find(aura.customname, "//") then
if (aura.rotate == 0) or (aura.rotate == 360) then
frame.baseL = 256 * aura.size * aura.torsion;
elseif (aura.rotate == 90) or (aura.rotate == 270) then
frame.baseL = 256 * aura.size * aura.torsion;
elseif (aura.rotate == 180) then
frame.baseL = x * 256 * aura.size * aura.torsion;
else
frame.baseL = sqrt(2) * 256 * aura.size * aura.torsion;
end
else
if (aura.rotate == 0) or (aura.rotate == 180) or (aura.rotate == 360) then
frame.baseL = 256 * aura.size * aura.torsion;
elseif (aura.rotate == 90) or (aura.rotate == 270) then
frame.baseL = 256 * aura.size * aura.torsion;
else
frame.baseL = sqrt(2) * 256 * aura.size * aura.torsion;
end
end
elseif (aura.owntex == true) then
if (aura.rotate == 0) or (aura.rotate == 180) or (aura.rotate == 360) then
frame.baseL = 256 * aura.size * aura.torsion;
elseif (aura.rotate == 90) or (aura.rotate == 270) then
frame.baseL = 256 * aura.size * aura.torsion;
else
frame.baseL = sqrt(2) * 256 * aura.size * aura.torsion;
end
end
PowaAuras:InitialiseFrame(aura, frame);

It lets you rotate any textures, but it shows properly "bugged" textures too at 0, 90, 180, 270 degree. Also the mirroring works on them too.