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graphics/graphene: Fix README.
Signed-off-by: orbea <orbea@riseup.net> Signed-off-by: Willy Sudiarto Raharjo <willysr@slackbuilds.org>
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ling with affine matrices and 2D transformations. If you're writing a
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graphic library with 3D transformations, though, you are going to hit
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the jackpot: 4x4 matrices, projections, transformations, vectors, and
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quaternions.
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When creating graphic libraries you most likely end up dealing with
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points and rectangles. If you're particularly unlucky, you may end
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up dealing with affine matrices and 2D transformations. If you're
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writing a graphic library with 3D transformations, though, you are
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going to hit the jackpot: 4x4 matrices, projections, transformations,
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vectors, and quaternions.
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Most of this stuff exists, in various forms, in other libraries, but it
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has the major drawback of coming along with the rest of those libraries,
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which may or may not be what you want. Those libraries are also
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available in various languages, as long as those languages are C++;
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again, it may or may not be something you want.
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Most of this stuff exists, in various forms, in other libraries,
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but it has the major drawback of coming along with the rest of those
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libraries, which may or may not be what you want. Those libraries
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are also available in various languages, as long as those languages
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are C++; again, it may or may not be something you want.
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For this reason, I decided to write the thinnest, smallest possible
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layer needed to write a canvas library; given its relative size, and the
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propensity for graphics libraries to have a pun in their name, I decided
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to call it Graphene.
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layer needed to write a canvas library; given its relative size, and
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the propensity for graphics libraries to have a pun in their name,
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I decided to call it Graphene.
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This library provides types and their relative API; it does not deal
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with windowing system surfaces, drawing, scene graphs, or input. You're
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supposed to do that yourself, in your own canvas implementation, which
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is the whole point of writing the library in the first place.
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supposed to do that yourself, in your own canvas implementation,
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which is the whole point of writing the library in the first place.
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