On Sat, 12 May 2007 09:36:28 GMT "[EMAIL PROTECTED]" <[EMAIL PROTECTED]>
babbled:

> 
>       Simon wrote:
> 
> > For the GL engine, you can probably modify the texture matrix to
> > transform the filling of an image. I'm not sure how well it would
> > work with borders though (but actually, what borders "mean" when
> > the fill is transformed?)
> 
>       Two different sets of 'transforms' are involved here:
> 
>       Simon wrote:
> 
> > For the GL engine, you can probably modify the texture matrix to
> > transform the filling of an image. I'm not sure how well it would
> > work with borders though (but actually, what borders "mean" when
> > the fill is transformed?)
> 
>       One would be those which apply to how the image-fill should
> behave, ie. border-scale the fill, then rotate/skew that, etc. So,
> you need to border-scale first to a buffer and then apply any further
> trans (ie. any rotation/skewing/whatever) to *that* buffer result
> (and  repeat/reflect/restrict as need be).
>       That is basically independent of any engine particulars --
> We need to fill-scale to a buffer first in order for the 'pieces' of
> the image to fit together accurately and without 'seams' when further
> tansformed and composited. The only way to avoid doing this is if the
> rendering engine has the ability to deal with the 9 abutting pieces as
> a 'whole', so that no edges get sampled/composited twice. It's possible
> that gl may be able to do that via meshes.

yes - poly meshes will do this. :) you just need to calculate the 3x3 grid of
meshes and how to transform the key points in it. thats a matter of figuring
out policy - where does border kick in in the transform world? i would suggest
it kicks in POST transform of the bounding quad - the border insets are done in
post-transform space as calculated insets.

maybe we need to also consider simplifying this. border scaling is only valid
for aligned and scaled images. if a transform matrix is applied, it is applied
post scale with borders. 

>       The second set of transforms would be as applies to the
> obj as a whole, and there what one actually does depends on what
> the engines have available as being easiest.. But the semantics would
> be that the result is that the object as a whole is transformed,
> after the filling transforms are done.

yes - i am beginning to think if we add a transform matrix option - border
scaling is done before transform. this means you simply need to take the 3x3
mesh and transform the points with the matrix - then draw the mesh. current
fill settings will apply BEFORE the transform (as well as border scaling)

>       If you think of an image object as a rectangle which has
> been filled with a "pattern" (in vgfx terminology.. or "textured"
> as I prefer to call it), then transforms to the image object (as
> opposed to the fill, ie. the pattern), are the same as transforming
> the patterned rectangle. :)
> 
>    jose.
> 
> 
> 
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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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