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authororbea <orbea@riseup.net>2020-10-17 11:56:56 -0700
committerWilly Sudiarto Raharjo <willysr@slackbuilds.org>2020-10-24 08:14:55 +0700
commit50804e46731459714553832b5d943f5ca0295799 (patch)
treee88816d3f9f01b426688001040762dc73380be0c /graphics
parentaaab9e2d3a3f9f48a4eab7a41473a8a68f49bc20 (diff)
graphics/graphene: Fix README.
Signed-off-by: orbea <orbea@riseup.net> Signed-off-by: Willy Sudiarto Raharjo <willysr@slackbuilds.org>
Diffstat (limited to 'graphics')
-rw-r--r--graphics/graphene/README30
1 files changed, 16 insertions, 14 deletions
diff --git a/graphics/graphene/README b/graphics/graphene/README
index 026ef30833215..08152a6c508b7 100644
--- a/graphics/graphene/README
+++ b/graphics/graphene/README
@@ -1,20 +1,22 @@
-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.
+When creating graphic libraries you most likely end up dealing with
+points and rectangles. If you're particularly unlucky, you may end
+up dealing 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.
+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.
+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.
+supposed to do that yourself, in your own canvas implementation,
+which is the whole point of writing the library in the first place.