diff options
author | orbea <orbea@riseup.net> | 2020-10-17 11:56:56 -0700 |
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committer | Willy Sudiarto Raharjo <willysr@slackbuilds.org> | 2020-10-24 08:14:55 +0700 |
commit | 50804e46731459714553832b5d943f5ca0295799 (patch) | |
tree | e88816d3f9f01b426688001040762dc73380be0c /graphics | |
parent | aaab9e2d3a3f9f48a4eab7a41473a8a68f49bc20 (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/README | 30 |
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. |