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authorHunter Sezen <orbea@riseup.net>2020-10-15 21:54:39 +0100
committerWilly Sudiarto Raharjo <willysr@slackbuilds.org>2020-10-17 09:36:20 +0700
commitd2614dc5cdf5f7a6a4ceec74ef97c9b82e2c79d1 (patch)
tree9972da0088d6bfa71b3c06eca77009896883e9be /graphics/graphene/README
parentbea09fa0bbc1722e0d530f8b08ba71f3fa6ef2c3 (diff)
downloadslackbuilds-d2614dc5cdf5f7a6a4ceec74ef97c9b82e2c79d1.tar.gz
graphics/graphene: Added (graphic data types layer)
Signed-off-by: Dave Woodfall <dave@slackbuilds.org> Signed-off-by: Willy Sudiarto Raharjo <willysr@slackbuilds.org>
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+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.