hello Matthias,

thank you for your answer, and looking forward the next commits then!
Have a nice week.
Pierre

On 17 sept. 08, at 11:37 am, Nitro wrote:

> Am 17.09.2008, 10:13 Uhr, schrieb Pierre Schmidt
> <[EMAIL PROTECTED]>:
>
>> On Wed, Sep 17, 2008 at 8:09 AM, Christopher Barker
>> <[EMAIL PROTECTED]> wrote:
>>> Pierre Schmidt wrote:
>>>> I used the tip that you provided, but applied the transform  
>>>> matrix to
>>>> the root node of the canvas.
>>>>
>>>> floatcanvas2.NavCanvas.__init__(self, parent) ### in the context of
>>>> subclassing NavCanvas
>>>> matrix = np.eye(3,3)
>>>> matrix[1,1] =-1
>>>> y_up_transform =  
>>>> floatcanvas2.math.transform.LinearTransform2D(matrix
>>>> = matrix)
>>>> self.root.transform = y_up_transform
>>>>
>>>> I'm not sure it is the same as applying it to the canvas as you
>>>> indicate at the end of your email, but I think every child of the  
>>>> root
>>>> node will inherit this transform.
>>>
>>> I think so too. In fact, there may be no way to apply it to the  
>>> canvas
>>> -- I think the root node is the way to go -- I"m still learning it  
>>> too!
>>>
>>> Is it working the way you want now?
>>
>> Yes, it's working just like you described, thank you!
>
> I'm a bit late, here's my answer:
>
> The linear transform thing is exactly what's required, you can do it
> simpler by doing self.root.scale = (1, -1) though. This will invert  
> the
> y-axis. Another way to turn things upside down is canvas.camera.zoom  
> = (1,
> -1) or canvas.camera.scale = (1, -1). I don't know if the negative  
> camera
> zoom makes the zoomToExtends function useless though.
> On your question regarding the origin: By default the world (0,0)  
> origin
> is centered on the viewport. So if you're viewport is 800x600 it will
> appear at (400, 300). I've worked on some code which makes this
> configurable (either using the default locations like "tl" or "cc" or
> plugging in a custom origin). These changes are not ready yet for svn
> though and only exist in my local working copy.
>
> -Matthias
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