On Tue, 8 May 2007 16:37:35 -0300 "Gustavo Sverzut Barbieri"
<[EMAIL PROTECTED]> babbled:

> As Jason Tackaberry said on the other thread, here comes my proposal
> for "3d" transformation for 2d objects. I've discussed this with
> raster at bossa conference.
> 
> My proposal was born to solve the missing "rotate", that if solved
> would still raise missing "shear", etc.. Raster said he don't have a
> _rotate() method yet because he couldn't get it as fast as possible on
> each engine.
> 
> Since many operations can be handled by transform matrix and some
> engines (ie: GL), can handle it fast, just expose:
>    void evas_object_transform(Evas_Object *obj, double matrix[4][4])
> Given one knows how to fill the coefficients he can achieve his
> rotation/shear/... goals and it will be fast as hell on GL. Other
> engines will not run as fast, but it'll be up to the user to handle
> that.
> 
> This would enable fancy "beryl-like" effects inside Evas, wanted by
> Freevo guys. This may also be used by embedded devices given OpenGL/ES
> support.

this is perfectly possible and on the list of things i'd like to see evas get
(eventually) but again like most things. it gets expensive to do AND keep
high-quality AND high-speed. rotation is a subset of transform matrix fun and
probably the most common use of them after scaling. the only other things we
would miss is shearing. a transform makes it very generic - but transform
matricies generally tend to be much more painful to work with than simple
rotate/scale calls. i'd personally like to have both. use the matrix OR just
use the resize/fill/(and later rotate) calls.

> -- 
> Gustavo Sverzut Barbieri
> --------------------------------------
> Jabber: [EMAIL PROTECTED]
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>  Skype: gsbarbieri
> Mobile: +55 (81) 9927 0010
> 
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-- 
------------- Codito, ergo sum - "I code, therefore I am" --------------
The Rasterman (Carsten Haitzler)    [EMAIL PROTECTED]
裸好多
Tokyo, Japan (東京 日本)

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