On Nov 10, 2008, at 2:40 AM, Kyle Sluder wrote:
If I remember correctly, matrix
multiplication does not distribute over matrix addition, and since a
transformation matrix stack is essentially a product of sums, the API
designers might, as you suggest, have simply left the functionality
out for
possibly drifting towards off topic here but ...
An Affine Transform (in the context we're talking about here here) is
a transform which maps straight lines to straight lines. If it was
straight when you started, it's straight after you're done. It also
preserves the relative distance betwe
On 10 Nov 2008, at 10:07 pm, Kyle Sluder wrote:
On Mon, Nov 10, 2008 at 5:56 AM, Graham Cox <[EMAIL PROTECTED]>
wrote:
Yet you need to do this all the time if you do rotation of anything
at all.
Rotation around the origin is almost never in itself useful.
Eh, I beg to differ. Rotation ab
On Mon, Nov 10, 2008 at 5:56 AM, Graham Cox <[EMAIL PROTECTED]> wrote:
> Yet you need to do this all the time if you do rotation of anything at all.
> Rotation around the origin is almost never in itself useful.
Eh, I beg to differ. Rotation about the origin is one of the most
common operations i
On 10 Nov 2008, at 9:40 pm, Kyle Sluder wrote:
Interestingly enough, I can't recall seeing any graphics API that
provided rotation around a point. I know DirectX doesn't.
Yet you need to do this all the time if you do rotation of anything at
all. Rotation around the origin is almost never
On Sun, Nov 9, 2008 at 10:58 PM, Michael Ash <[EMAIL PROTECTED]> wrote:
> Whoops, you're right. Still, NSAffineTransform can obviously do
> translations, so surely this objection does not make sense?
It's a gut reaction. Not being a linear algebra guru, I'm wondering
if it's done to avoid confusi
On Sun, Nov 9, 2008 at 10:43 PM, Michael Ash <[EMAIL PROTECTED]> wrote:
> That's not so. Any affine transform is a linear transformation, and
> rotation around a point can certainly be represented as an affine
> transform.
No, you have that backwards. Any linear transformation is an affine
transf
On 10 Nov 2008, at 1:55 pm, Kyle Sluder wrote:
Please be aware that rotation around a point other than the origin is
not a linear transformation. This may be why such functionality was
omitted from NSAffineTransform.
It is linear. But maybe what you're referring to is that it's easy to
sc
On Sun, Nov 9, 2008 at 9:55 PM, Kyle Sluder
<[EMAIL PROTECTED]> wrote:
> On Sun, Nov 9, 2008 at 1:47 PM, Tommy Nordgren <[EMAIL PROTECTED]> wrote:
>> +(NSAffineTransform *) transformRotatedAroundPoint:(NSPoint) p
>> degrees:(CGFloat) deg;
>
> Please be aware that rotation around a point other than
On Sun, Nov 9, 2008 at 1:47 PM, Tommy Nordgren <[EMAIL PROTECTED]> wrote:
> +(NSAffineTransform *) transformRotatedAroundPoint:(NSPoint) p
> degrees:(CGFloat) deg;
Please be aware that rotation around a point other than the origin is
not a linear transformation. This may be why such functionality
On 10 nov 2008, at 00.07, Graham Cox wrote:
On 10 Nov 2008, at 5:47 am, Tommy Nordgren wrote:
// TN+NSAffineTransform.h
@interface NSAffineTransform (TNGraphics)
A comment on naming conventions. It doesn't matter that much
especially if you are just using them privately, but there's an
On Nov 9, 2008, at 3:07 PM, Graham Cox wrote:
+(NSAffineTransform *) transformRotatedAroundPoint:(NSPoint) p
degrees:(CGFloat) deg;
A handy method, but I wonder if it could be named to be more
readable with respect to its actual function, for example:
+ transformWithPoint:rotatedByDegrees:
On 10 Nov 2008, at 5:47 am, Tommy Nordgren wrote:
// TN+NSAffineTransform.h
@interface NSAffineTransform (TNGraphics)
A comment on naming conventions. It doesn't matter that much
especially if you are just using them privately, but there's an
inconsistency here. Usually I name category
TN+NSAffineTransform.h
Description: Binary data
TN+NSBezierPath.h
Description: Binary data
TN+NSAffineTransform.m
Description: Binary data
TN+NSBezierPath.m
Description: Binary data
I would like comments on the following Categories on NSBezierPath and
NSAffineTransform.
In particular I
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