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. > > > > ------------------------------------------------------------------------- > This SF.net email is sponsored by DB2 Express > Download DB2 Express C - the FREE version of DB2 express and take > control of your XML. No limits. Just data. Click to get it now. > http://sourceforge.net/powerbar/db2/ > _______________________________________________ > enlightenment-devel mailing list > enlightenment-devel@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/enlightenment-devel > -- ------------- Codito, ergo sum - "I code, therefore I am" -------------- The Rasterman (Carsten Haitzler) [EMAIL PROTECTED] 裸好多 Tokyo, Japan (東京 日本) ------------------------------------------------------------------------- This SF.net email is sponsored by DB2 Express Download DB2 Express C - the FREE version of DB2 express and take control of your XML. No limits. Just data. Click to get it now. http://sourceforge.net/powerbar/db2/ _______________________________________________ enlightenment-devel mailing list enlightenment-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/enlightenment-devel