diff options
author | Hunter Sezen <orbea@riseup.net> | 2020-10-15 21:54:39 +0100 |
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committer | Willy Sudiarto Raharjo <willysr@slackbuilds.org> | 2020-10-17 09:36:20 +0700 |
commit | d2614dc5cdf5f7a6a4ceec74ef97c9b82e2c79d1 (patch) | |
tree | 9972da0088d6bfa71b3c06eca77009896883e9be /graphics/graphene/README | |
parent | bea09fa0bbc1722e0d530f8b08ba71f3fa6ef2c3 (diff) |
graphics/graphene: Added (graphic data types layer)
Signed-off-by: Dave Woodfall <dave@slackbuilds.org>
Signed-off-by: Willy Sudiarto Raharjo <willysr@slackbuilds.org>
Diffstat (limited to 'graphics/graphene/README')
-rw-r--r-- | graphics/graphene/README | 20 |
1 files changed, 20 insertions, 0 deletions
diff --git a/graphics/graphene/README b/graphics/graphene/README new file mode 100644 index 0000000000000..026ef30833215 --- /dev/null +++ b/graphics/graphene/README @@ -0,0 +1,20 @@ +ling with affine matrices and 2D transformations. If you're writing a +graphic library with 3D transformations, though, you are going to hit +the jackpot: 4x4 matrices, projections, transformations, vectors, and +quaternions. + +Most of this stuff exists, in various forms, in other libraries, but it +has the major drawback of coming along with the rest of those libraries, +which may or may not be what you want. Those libraries are also +available in various languages, as long as those languages are C++; +again, it may or may not be something you want. + +For this reason, I decided to write the thinnest, smallest possible +layer needed to write a canvas library; given its relative size, and the +propensity for graphics libraries to have a pun in their name, I decided +to call it Graphene. + +This library provides types and their relative API; it does not deal +with windowing system surfaces, drawing, scene graphs, or input. You're +supposed to do that yourself, in your own canvas implementation, which +is the whole point of writing the library in the first place. |