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Group: !AltME ... Discussion about AltME [web-public] | ||
Graham: 6-Feb-2010 | sparse matrix | |
Group: RAMBO ... The REBOL bug and enhancement database [web-public] | ||
Maxim: 15-Jan-2007 | I also find that all types should be described within a convertion matrix. | |
Group: Core ... Discuss core issues [web-public] | ||
Geomol: 15-Aug-2007 | Maybe you could make a block with the titles and the objects together, and then just use a path to get to the object? Something like: >> movies: reduce ["Star Wars" make object! [status: 'good!] "Matrix" make object! [status: 'cool]] >> movies/("Star Wars")/status == good! >> movies/("Matrix")/status == cool | |
Steeve: 19-May-2009 | Adding more and more natives schemes (like matrix operations on series) is the way to get Rebol more and more powerful | |
Pekr: 17-May-2010 | Matrix - There is no spoon ... REBOL - There is no R2 .... ... forget R2 :-) | |
Group: View ... discuss view related issues [web-public] | ||
Tomc: 14-Jan-2006 | I have a question about the matrix functions in Draw. Is it true they can only be applied to an existing draw sequence? that is ,I am creating novel points to insert into a polyline that is yet to be drawn, it seems I cant use the matrix functions to generate these points. | |
Anton: 17-Apr-2006 | Does anyone here know about matrix math and can advise me on how to derive the same transform as is made by the draw dialect's IMAGE command with four arbitrary corner points ? | |
Geomol: 17-Apr-2006 | Anton, I know about matrix math and have a book here with the standard 4x4 matrix operations for transformation like rotation, scale, etc. in 3D, if you need those. But are you sure, AGG use matrix math to do the 4-corner IMAGE trick? I would guess, it's some (2D) texture algorithm. | |
Geomol: 24-Apr-2006 | Good question, but I don't think so. And should it be position related to last command, or should transformations be taken into consideration? Like: .... effect [ draw [translate 234x123 matrix [1 0 0 0 -1 0] line 20x-20 40x40]] What is position? | |
Jerry: 23-Dec-2006 | When drawing, I would like to translate the X to 0 and Y to ( Y + 28 ). What the Matrix should be? Thanks. | |
Jerry: 23-Dec-2006 | I mean using the Matrix command in Draw, like MATRIX [a b c d e f]. The Matrix command would premultiply the current transformation matrix with the given block. What should I assign this block to translate the X to 0 and Y to ( Y + 28 )? | |
Jerry: 23-Dec-2006 | Forget about my previous question, I am not going to use matrix in this case. For rendering cahracter images, I thought that relative-positioning could be a good idea. After drawing a character image, then shift (translate) to the next position, and the next character would be in the right position. So I made my draw block some thing like [ image char1-img translate rp1 image char2-img translate rp2 ] It worked, but the rendering performance was slow, way too slow. So I go back to my good old absolute positioning. [ image char1-img ap1 image char2-img ap2 ]. No more "translate", no more matrix. | |
Nicolas: 7-Dec-2008 | stylize/master [ matrix-area: area with [colors: [0.0.0 0.0.0] font/color: 150.255.150] ] this makes all font/colors 150.255.150 | |
Steeve: 7-Dec-2008 | matrix-area: area with [colors: [0.0.0 0.0.0] font: make font [color: 150.255.150]] | |
Anton: 8-Dec-2008 | or stylize/master [ matrix-area: area with [colors: [0.0.0 0.0.0]] font [color: 150.255.150] ] | |
amacleod: 4-Apr-2010 | the above code is in a block called matrix_panel then attached to cal_panel with : cal_panel/pane: layout/tight matrix_panel | |
amacleod: 4-Apr-2010 | just after : cal_panel/pane: layout/tight matrix_panel | |
Maxim: 1-Sep-2010 | the user graphics are statically bound pre-compiled AGG blocks and render much faster, since I use AGG matrix ops directly for all of the rendering. | |
Group: I'm new ... Ask any question, and a helpful person will try to answer. [web-public] | ||
Fork: 9-Jan-2010 | Reichart: There was a quote Carl made (he was quoting someone else) comparing Rebol to the Matrix as being something "you either get or you don't". On a parallel note, I'd cite the first panel in this Xkcd: http://xkcd.com/566/ | |
Group: AGG ... to discus new Rebol/View with AGG [web-public] | ||
shadwolf: 22-Jul-2005 | I thought matrix was only a way to merge scale rotate and translate values... | |
shadwolf: 22-Jul-2005 | Cyphre have you an idea when the bug with matrix will be solved ? | |
shadwolf: 22-Jul-2005 | Didec work like a layer difinition and manager Using push the matrix or other trnasformation information are apply only on the push block content. outside the push block the matrix informations are not affected | |
shadwolf: 31-Aug-2005 | I would like to know when the problem with Agg Matrix will be solved and when Carl plans to integrate in REBOL/AGG a radiant function that can better feet with SVG datas ? I started 3 month ago an SVG engine and since then I'm stuck because of those 2 problems... SVG without transformation matrix and without gradients it's like nothing .... ( see greoup SVG renderer for more informations and test code) | |
shadwolf: 16-Sep-2005 | I tryed svg-demo-shad06.r under linux with wine rebol/view 1.3.1d and with the rebol/view 1.3beta version and the SVG renderer script present the same matrix tra nsformation problem but the good news is that the rebol/view 1.3 for windows and the rebol/view 1.3 for linuw are working both on linux using svg-demo-shad06.r script | |
shadwolf: 7-Dec-2005 | Svg works need a dubeged matrix -> scaling problem and gradients that feet ratio information and not fixed area ^^ those things can be script coded but this will complicate the SCV rendering engine and makes it slower for nothing ... | |
Cyphre: 9-Dec-2005 | Shadwolf: the matrix problem you had should be fixed in DRAW 1.3.2. The gradient ratio parameters will be added probably in the next release. | |
Cyphre: 30-Dec-2005 | Ok, so here it is: -fixed image keying bug (swapped color components in keying tuple!) -line width is now now changing according to scale -fixed rendering of transformed images(now uses aplha premultiplied data) -fixed LINE-PATTERN bug (multiple line patterns in DRAW block should work properly now) -fixed MATRIX bug(wrong matrix calcualtion was corrected in this case) -fixed SKEW command inconsistency (now it takes degrees as arguments instead of radians) -fixed FILL-PEN bug when filling images (now it doesn't render images upside down) -fixed ANTI-ALIAS cmd(now it is possible to switch this mode within one DRAW block) -removed POP command (was obsolete, PUSH with block! arg is used instead) -fixed fill/outline pixel aligning problem -fixed visual bug when rendering circle with line-width > 1 -fixed text character encoding problem -improved gradients: added REFLECT and REPEAT modes, example: view layout [ origin 0 box 400x460 effect [ draw [ pen none fill-pen linear 10x10 0 190 0 1 1 black red green blue black box 10x10 390x90 fill-pen linear 10x160 0 190 0 1 1 black red green blue black repeat box 10x100 390x180 fill-pen linear 10x310 0 190 0 1 1 black red green blue black reflect box 10x190 390x270 fill-pen radial 80x350 0 20 0 1 1 black red green blue black circle 80x350 70 fill-pen radial 190x350 0 20 0 1 1 black red green blue black repeat circle 190x350 70 fill-pen radial 320x350 0 20 0 1 1 black red green blue black reflect circle 320x350 70 ] ] ] | |
shadwolf: 1-Jan-2006 | Cyphre as far as i test matrix problems have been solved in REBOL/view 1.3.2 this image was done with 1.3.1 http://shadwolf.free.fr/SVG-rend-compare.jpg This one is done wth 1.3.2 http://shadwolf.free.fr/svg-renderer-v07.jpg now i have to found the good way to exploit and work with some SVG datas. the gnome keayboard image is good but i still get some scaling problem with the orange part of the blender logo image (the disposition is good but the sacle is not good ) see: http://shadwolf.free.fr/svg-renderer-v07-2.jpg so as you can see the compositing of the relative orange part is good it's relative position seems to be good too but now that's the scale wich is not good it"s like if it was disabled .... My SVG rendering engine is designed to work perfectly with ink scape SVG format. | |
shadwolf: 1-Jan-2006 | oki i send you by mail right now the lastest svg engine script. I identified the matrix compositing line code search "Cyphre !!!" in the script. I added the svg file with the blender logo (witch use tranform matrix information) | |
shadwolf: 21-Feb-2006 | cyphres did you looked at my SVG rendere and the matrix problem in it ? | |
Cyphre: 5-Jun-2006 | Anton is right. DRAW works on lower level than FACE so there is only one tranformation matrix per DRAW block (ie. it is applied on all rendered primitives). OTOH you have relatively wide range of commands how to control the transformation matrix or even use the mtrick stack to push/pop different trnasformation states to apply nested transfromations. | |
Dockimbel: 20-May-2007 | In the new DRAW/AGG dialect, it seems that the 'reset-matrix command just don't work with 'matrix or 'translate. I've tried the examples from TRANSLATE command found in the online DRAW documentation, the 2nd and 3rd examples are supposed to reset the translation, it just don't work (unless I've missed something obvious). Tested with View 1.3.2.3.1 and View 2.7.5.3.1. Examples URL: http://www.rebol.com/docs/draw-ref.html#section-3.33 | |
Dockimbel: 20-May-2007 | Whatever method I use in my DRAW code, I keep having the cumulative effect on TRANSLATE (and also on MATRIX). | |
Cyphre: 21-May-2007 | (ie the third box 'offset' starts at 100x100 so after reset-matrix it is at 150x150) | |
Cyphre: 21-May-2007 | To clarify it have a look at result this example: view layout [ box 600x400 effect [ draw [ fill-pen blue box 50x50 150x150 translate 50x50 fill-pen red box 50x50 150x150 reset-matrix translate 70x70 fill-pen yellow box 0x0 100x100 ] draw [ translate 200x0 fill-pen blue box 50x50 150x150 translate 50x50 fill-pen red box 50x50 150x150 translate 70x70 fill-pen yellow box 0x0 100x100 ] ] ] | |
Anton: 6-Jun-2007 | I'm hoping the transform matrices will work recursively, properly, so we can build a hierarchical object, eg. a body with connected arms free to rotate around the shoulder, forearm free to rotate at the elbow, and hand free to rotate at the wrist. For this to be drawn correctly, clipping regions etc. must work locally to the current matrix. | |
Steeve: 21-Nov-2008 | another question: in the current alpha, the matrix command seems not working like anounced in the wiki, is it normal ? | |
Henrik: 22-Nov-2008 | Steeve, if you can make some examples with the matrix command, we can make an entry in the bug tracker. | |
shadwolf: 4-Jan-2009 | well My svg engine is working and got trouble only with matrix calulations due to an odd bug in the adapted version. Next i don't like the way my SVG works I wish to be able to do it in plain parse way (My method in not really elegant but it works fine in most cases SVG is an XML file so the XML data is converted to REBOL objects using parse and then i process those objects to convert into draw/Agg instructions). That was the fastest way i found at that time since what was important to me was the result not the beauty of the processing way. | |
Cyphre: 29-Mar-2010 | I have discussed this with Henrik already but reposting here so anyone knows. This is actually caused by one 'optimization' feature. Currently if you are not changing the transformation matrix the engine uses faster routine for image rendering bypassing the image filter/interpolation code. The decision is based only on simple fast test if the matrix have changed. So to make it 'smarter' we need to improve this optimization decision condition so it checks if there was only scale/rotation applied to the matrix and ignore the translation changes. Then it will use the faster rendering also for simple translations without scale/rotation. | |
Steeve: 5-Apr-2010 | Plus, If the the interpolation process is based on matrix calculus only. There will be ne no gain. | |
Steeve: 5-Apr-2010 | I mean a simple translation can be seen as a matrix as well and it's probably how it"s managed. | |
Steeve: 5-Apr-2010 | If I understood correctly what he meant. There is an unique transformation process (unsing matrix calculus). The same matrix mix all the effects (translation, rotation, scaling) | |
Maxim: 5-Apr-2010 | there will be no gain when scaling and rotation are ALSO applied to the transformation. but if there is ONLY translation, then there is no need for any interpolation or matrix calculus... just a simple blit as if you do: draw [ image my-image 30x30] | |
Gabriele: 6-Apr-2010 | Steeve: by looking at the matrix it is very easy to see that there's only translation. | |
Cyphre: 8-Apr-2010 | Yes, Gabriele and Maxim got what I meant to say. Steeve, not sure what you mean. Basically It is possible to add any code that analizes current matrix state at this point but I guess simple check if only translation was applied will be easiest, fastest and suit majority of cases. | |
Group: Announce ... Announcements only - use Ann-reply to chat [web-public] | ||
Ladislav: 29-Nov-2010 | Re "How to solve systems of linear equations in REBOL?" - generally, you can use the matrix operations posted to my site: http://www.fm.tul.cz/~ladislav/rebol/matrix.r | |
Group: !RebGUI ... A lightweight alternative to VID [web-public] | ||
MichaelB: 17-Nov-2005 | pretty smooth - maybe I have to try it one day ... what I did was put a lot of text in Carls first test of the transformation matrix example, where he wanted to know if the behavior is correct - and if you have a lot of text and zoom into it, it gets slow - but there are people here who know better (and might prove me wrong) - for me it would be too nice if somebody proves me that the same stuff as in the link is in sufficient speed possible with Rebol, even if there has to be some clever arrangement of the objects to be shown - I mean that objects not visible don't get rendered | |
shadwolf: 31-Dec-2005 | 3) How close to a working SVG renderer are we? ;) I'd really like to incorporate scaleable Icons, especially since the Tango links I posted previously have all their icons in dual PNG / SVG formats So as SVG master (yet again drunk ???? hum yes but that's last year night and first new year one so it's allowed to be hum lets say a little joyfull ) The answer is easy SVG renderer is yet fully working as the matrix problem was internal to the VM and not to my code I simply need to disable the commented matrix line of code in my rendering engine and make the testing with the wonderfull, marvelous, extraordinary, free of bug version of REBOL/View 1.3.2 (?) The last issue is the gradient formating ... and then we get a full 1 to 1 WYSIWYG svg rendering engine. This needs some testing too and some optimisation. You know me I seek first of all the full fonctionnality then i see if optimisations can be done to enhance the project (and in lucky rare cases my brain pop out a yet optimised solution but inspired by previous works like for listview widget wich was designed in an optimised way beacause of many inspiration projets were yet available for this topic... ) For caret system yes .... hum this remark was undirectly adressed to Carl we yet talked a lot on this topic on View Group last year but it's good some time to recall previous unsolved discution and try to see if we can help Carl to change the design at least apporting to him some fresh ideas or only poping out why we found it really annoying based on our experiences and intents (like my mini ritch text editing widget using AGG to render the typed text for example ( see AGG group for code it's not long it's not fully working and it perfectly show as hard the handle of the caret position is!) . | |
shadwolf: 1-Jan-2006 | For ppl interrested in SVG rendering engine. My tonight work and test on the engine is resumed in the AGG topic. To resume before matrix bug as causing bad scale and bad position. Now we have good position but still bad scale i post screen cap samples and we can see that the evolution is good betwin View 1.3.1 and 1.3.2 | |
Group: SVG Renderer ... SVG rendering in Draw AGG [web-public] | ||
Steeve: 10-Oct-2009 | Currently my problem is with the linear gradients when a matrix operation is applied on them. The linear gradient use a vector v = (x1, y1) - (x2, y2) to indicate his direction and length. grad-pen is defined like this: [grad-pen linear normal xy 0 len angle [... stop colors]] And i calculate his values with: - xy = (x1,y1) - len = length of the vector v - the angle of the vector v When a matrix is associated with the gradient, i multiply the coordinates of the vector v by the matrix before calculating the other values. It's working well when the gradient is vertical or horizontal. But when the gradient is inclined , the matrix multiplication give a wrong vector and i don't know why. | |
Steeve: 10-Oct-2009 | Well, assuming you got x1,y1,x2,y2 from the Lineargradient I calculate the angle like that: arctangent (y2 - y1) / (x2 - x1) As i said previously, the angle is correct when there is no matrix transformation on the gradient. I compare the rendering with what i see in Inskape. | |
Steeve: 11-Oct-2009 | when matrix transformations are applied, some are wrong, but hey ! Quite a good result already ! | |
Steeve: 12-Oct-2009 | This matrix must not be applied on the gradient's vector as-is, but on something else. And i found what, at least... The documentation of SVG is lacking of a good explanation about this curious matrix transformation. All we can read is that curious sentence: When the object's bounding box is not square, the stripes that are conceptually perpendicular to the gradient vector within object bounding box space will render non-perpendicular relative to the gradient vector in user space due to application of the non-uniform scaling transformation from bounding box space to user space What does that mean ????? It means that the SVG gradient must be rendered without using the matrix transformation. And THEN the transformation matrix must be applied on the resulting strips. You see the problem ? The matrix must not be apllied on the gradient's vector, but on the resulting strips produced by the use of the initial gradient's vector. What foolish morons have designed such a complicated way of constructing gradients. Can't they just give a matrix that can be applied on gradient's vector as-is, no they can't, it's to simple. Morons, I said !!! Because of that i had to make more transformations to obtain the REAL vector. step by step I do something like that: 1/ Take the initial gradient vector V and apply the matrix on it, it gives a vector V1 2/ RE-take the initial vector V, rotate it of 90 degrees, apply the matrix on it, and rotate back the resulting vector . It gives the vector V2 3/ Project the vector V1 on the line V2 (orthogonal projection). It gives a third vector V3. 4/ That's all, the REAL vector to use for the gradient is V3. It take me a while to figure that, by analysing the Inkscape rendering. Morons i said !!! | |
Steeve: 12-Oct-2009 | I show you that part of my code... switch type [ linear [ unless x2 [x2: x1] unless y2 [y2: y1] if matrix [ ; ** apply the matrix on the vector rotated of 90°, then rotate it back, give the vector V1 set [y1' x1'] mulm y1 negate x1 matrix set [y2' x2'] mulm y2 negate x2 matrix x1': negate x1' x2': negate x2' ;** apply the matrix on the initial vector, give the vector V2 set [x1 y1] mulm x1 y1 matrix set [x2 y2] mulm x2 y2 matrix ;** project the vector V2 on the line V1 set [x1 y1] project x1' y1' x2' y2' x1 y1 set [x2 y2] project x1' y1' x2' y2' x2 y2 ] angle: atan2 x2 - x1 y2 - y1 if units = "objectBoundingBox" [ x1: box/1/x * x1 y1: box/1/y * y1 x2: box/2/x * x2 y2: box/2/y * y2 ] out as-pair x1 y1 ;** offset out 0 ;** start rng out square-root add x2 - x1 ** 2 y2 - y1 ** 2 ;** stop rng out angle ;** angle ] ... | |
Steeve: 12-Oct-2009 | Ok, i finished with Radial gradients (less the impossible feature: 2 different centers) SVG use a matrix transformation to convert a circular radial gradient into an ellipsoid. And you know what ? We can do the same thing with grad-pen which provides 2 scalling factors (grad-scale-x and grad-scale-y) So in that case it's easier than for linear-gradient. 1/ take the focal point of the Radial gradient (fx, fy) 2/ Create 2 vectors starting from this point: 1 vertical and 1 horizontal, using the radius as their length. 3/ apply the matrix transformation on them. 5/ get the component X of the transformed horizontal vector, and the component Y of the transformed vetical vector 6/ grad-scale-x: x / r 7/ grad-scale-y: y / r That's all folks | |
shadwolf: 12-Oct-2009 | wahoo ... lot to read .. T___T basically there is in Draw/AGG some limitations due to gradient system and matrix translation bugs i don't know if they have been solved since i pointed a them ... | |
Steeve: 13-Oct-2009 | As far i am, i made some useful tiny mezz, perhaps some could be in R3. reuse: funco [b [block!]][head reduce/into b clear []] ** REUSE, reduce a block, but re-use always the same block ** Actually, 3 time slower than a reduce block, but save memory and GC recycles if used massivly. ** I use it to pass small blocks of coordinates. mulm: func [ {multiply a matrix [a b c d e f] by coordinates x y, return coordinates [x' y']} x y m [block!] ][ reuse [x * m/1 + (y * m/3) + m/5 x * m/2 + (y * m/4) + m/6] ] atan2: func [ {Angle of the vector (0,0)-(x,y) with arctangent y / x. The resulting angle is extended to -pi,+pi} x y ][ if x = 0 [x: 0.0000000001] add arctangent y / x pick [0 180] x > 0 ] Project: func [ {orthogonal projection of a point P on a line AB, return coordinates [x y]} ax ay bx by px py /local sx sy ux uy ratio ][ sx: bx - ax sy: by - ay ux: px - ax uy: py - ay ratio: sx * ux + (sy * uy) / (sx * sx + (sy * sy)) reuse [ratio * sx + ax ratio * sy + ay] ] vector-length: func [x1 y1 x2 y2][square-root add x2 - x1 ** 2 y2 - y1 ** 2] | |
Steeve: 13-Oct-2009 | re 1/ Well you're right, it's the responsability of the client (parser) to do unit conversions. But to do so, we need to know where the renderer draw each pixel (i mean the real coordinates) of a given shape, to calculate the bounding box. Take an arc for example, it's impossible to calculate where the pixels of the arcs are drawn without simulating the complete AGG engine. There may be various transformations to apply on that calculation (matrix, translation, scaling, rotation, skewing). To calculate that, we have to simulate exactly what AGG is doing. Mission impossible | |
Group: Tech News ... Interesting technology [web-public] | ||
Pekr: 12-Nov-2009 | The lock in is in mentality. All the cloud crap, not having the date at my location everything on server. Welcome matrix :-) | |
GrahamC: 8-Apr-2011 | A datamatrix can hold 2K per bar code .. so we would have to create a matrix of datamatrices to store the data we need on a page | |
Group: !REBOL3-OLD1 ... [web-public] | ||
Gabriele: 29-May-2007 | push in the draw dialect? that saves the matrix on the stack, so i'm not sure i understand you 100% here. | |
shadwolf: 15-Jul-2008 | the thing that OPenGL is not rendering on screen anything It mainly offers matrix handling routines and GLUT does the rendering on screen ... | |
Dockimbel: 4-Sep-2008 | I don't plan to support Draw rotation, translation or matrix operations in the first release, but someone can add it quite easily. | |
Maxim: 5-May-2009 | for one, arrays of tightly-packed values we can use in external calls directly... like matrix transformations. | |
Steeve: 6-May-2009 | i don't ask for matrix operations currently (like adding or multiplying 2 vectors). I just wonder why simple tricks like adding or multiplyings all the cells with a scalar is not allowed | |
BrianH: 6-May-2009 | You'll have to wait for multiple-dimension vectors before we do matrix operations :) | |
Pekr: 6-May-2009 | Steve - isn't convolution (where you set matrix too) enough for image manipulation type you mention? | |
Pekr: 6-May-2009 | Having the ability to apply some math and matrix operations over vectors would be nice. Having the ability to use such functionality to modify some binary (e.g. image) would be cool too. | |
Maxim: 14-May-2009 | are there any matrix operations for vectors? | |
Maxim: 7-Oct-2009 | priorities are a matrix... everyone does the error of viewing them as a list. | |
Steeve: 8-Oct-2009 | I think so. The only remaining problem will be the transform attribute. They can apply a matrix to transform the gradient. But we don't have that, as-is in Draw. We can apply rotate, scalling, and translation (i guess) on gradients, but separatly, not as a matrix. | |
Steeve: 8-Oct-2009 | Do you mean, taking the matrix and extraction the different components (rotation, translation, scaling) ? I don't know if it's possible, i'm not good enough with maths ;-) | |
Graham: 11-Jan-2010 | read/as ftp://ftp.rebol.com/matrix.avi[ file: %movies/matrix.avi ] and to resume read/ask/seek ftp://ftp.rebol.com/matrix.avi[ file: %movies/matrix.avi ] current-file-size-of-matrix.avi | |
Steeve: 11-Jan-2010 | Well, we don't need of specific refinements, cause we can pass a block to read (which is converted to a port!). >> read [scheme: 'ftp host: ... path:... other_data: ....] The block format could be used to pass other parameters in a more handy way. >> read [ftp://ftp.rebol.com/matrix.avifile: %movies/matrix.avi] And the good news, is that it's absolulty possible to have something like that now. We just have to patch the function: system/intrinsic/make-port | |
Group: !Cheyenne ... Discussions about the Cheyenne Web Server [web-public] | ||
Dockimbel: 15-May-2009 | Btw, you can run Cheyenne in verbose mode (-vvv or even -vvvvv), it's easier to debug this way. During the boot process, Cheyenne will list mods callback matrix allowing you to see/debug the execution order for your mod's callbacks. | |
Dockimbel: 17-Apr-2011 | Mods hierarchy: there's no such relation between modules, it is more an event matrix as described here: http://cheyenne-server.org/blog.rsp?view=25 (slide 5) | |
Dockimbel: 17-Apr-2011 | Running Cheyenne with -vvvvv (should be enough) will give you a view of the matrix (line by line, per event) when Cheyenne starts. | |
Group: !REBOL2 Releases ... Discuss 2.x releases [web-public] | ||
shadwolf: 13-Jan-2011 | correcting the agg bugs in r2 ? i would like antialiasing better fonts more readable less bug around the handling of font fixed etc... but as it just conserns my particalr and singular needs and as noone likes me i think i can forget it .... a bugfix to agg matrix would be nice too .. I know i'm such an egoistic being etc ... | |
Group: !REBOL3 Priorities ... Project priorities discussion [web-public] | ||
shadwolf: 27-Oct-2009 | instead of [ pen 0.0.0 text antialised 0X0 "one text" pen 255.0.0 text 0x20 anti-aliased " red " etc... ] it would then nice to have " text antiliased black "one text " red " red " etc...] the matrix push and clear should be a way too optimise the management of segments of set of draw instructions ine the draw block. | |
Group: !REBOL3 GUI ... [web-public] | ||
shadwolf: 2-Apr-2010 | AGG group about a bug in TRANSLATE . henrik not a news that bu exist since 3 years i submited it long time ago when i was implementing matrix translation in AGG when i was writing SVG renderer. So far no one seemed to care about that... | |
Steeve: 14-Jul-2010 | Transformations are handled by matrix computations in AGG, how do you want to accelerate that and keep it portable ? | |
Pekr: 26-Jul-2010 | or "block", "matrix" ... but I am ok with "panel" anyway ... | |
Pekr: 26-Jul-2010 | Board, matrix, box (that one would collide with the style name, the same goes for grid, table). Board sounds good, but I still can't see the reason, why panel does not fit ... | |
Pekr: 27-Jul-2010 | box, board, mosaic, matrix, sieve, die, wire, netting, tissue ... and the winner is - panel :-) | |
Cyphre: 13-Aug-2010 | If this is the issue there are two solutions. 1. even now you can set the transformation matrix for example using MATRIX command(or other matrix related commands) to change that 2. internally in the AGG code there is a way how to change the order in which the scanlines of the framebuffer are rendered in the Y-axis. In other words you can flip the Y axis. | |
Cyphre: 13-Aug-2010 | We we look at this from the performance POV: -IIRC the transformation matrix is *always* used in the graphics pipeline so it doesn't matter if the matrix is set to 'top-letf' or 'bottom-left' or whatever else. There is no performance difference. The only difference is that if you want to change the 'origin' you need to put one mroe command into the DRAW dialect block. I think you will agree that one more matrix command in the block can be assumed as almost no performance penalty. | |
Cyphre: 13-Aug-2010 | Well, even if we use the tranformation matrix the text and images will be upside down because that is the 'behaviour' of Cartesian coordinates system. | |
Pekr: 26-Aug-2010 | There is no confusion, sooner or later we do reach the matrix's "there is no spoon" = there is no R2 - old, forgotten, boring. Do you call Delphi 6 not a Delphi, because you can't run the code in Delphi 2 anymore? Does Perl 6 rename, even if different to the old generation? VID is a good name. Simply put version 3.x is not compatible with version 2.x, easy as that ... I can't see any confusion, if we talk about VID in R3 related channels ... | |
Group: !REBOL3 ... [web-public] | ||
Steeve: 17-Jul-2010 | Thanks Carl. Though for AGG, I don't expect a lot (in term of speed gain). IMHO, the main overhead comes from the involved arithmetic using floating point decimals. Matrix computations are costly with floating numbers. But The final rasterization uses fixed point decimals and floats could have been avoided, i guess. So maybe there is a major room improvement here. | |
shadwolf: 17-Jul-2010 | Carl you have a point there ... pair! are used mostly related to VID .... and as pairs in fact represents a pixel matrix you have dot something numbers | |
shadwolf: 17-Jul-2010 | Steeve Matrix are costly in computations only if you do it with a CPU not designed on purpose to do those kind of tasks.... But with a GPU it's EASY CAKE ...Question is can we be hardware ignorant or not ? | |
shadwolf: 17-Jul-2010 | CARL what about -12.244x-12.21 matrix don't negative floating numbers deserves their own pair! too ? ( if we are loosin time in stupidity why not playing to game to the core ?) | |
shadwolf: 17-Jul-2010 | i see what a pixel is i don't see what half a pixel could be ... and the reason is be able to see those half pixels i would need a screen that can display when and eyes that can render them to my brain wich will never ever be the case in this life ... So personnally Carl i wouldn't be sad is matrix are rounded. | |
shadwolf: 17-Jul-2010 | CPU are not feated with matrix computations because the industry decided that matrix area was such a big thing that they needed a spécific library and a specific hadware extensivly optimised to perform those computations. and so the GPU accellerated enhanced for opengl and DirectX is born.... Now in day the industry use most likely the DirectX because well 90% of the personal computers are windows and that 100% of them support DX so 100% of the sold PC games are done that way... And that allow to cut cost when another company like unreal tech for example make a game engine you buy it and you save alot of time and monney the only thing you will have to do then is to create the specific IHM for your game and all the visual /audio content. then your project time spent is shorted by 2 or 3 years... | |
Group: Red ... Red language group [web-public] | ||
Dockimbel: 23-May-2011 | I will push new specification changes and fixes tonight. I have added a type casting matrix for all possible type combinations. I am currently implementing the missing cases. | |
Dockimbel: 23-May-2011 | I have pushed the changes for the type casting matrix support (both in docs & implementation). I need to add proper tests to cover that tomorrow. | |
Dockimbel: 10-Jun-2011 | Kaj: you can do an explicit casting, if is allowed by this matrix: http://static.red-lang.org/red-system-specs.html#section-4.7 | |
Dockimbel: 10-Jun-2011 | The integer! -> logic! is not free, it implies generating extra code for converting properly (see the type matrix). So the define won't generate any more overhead than needed. | |
Dockimbel: 10-Jun-2011 | Right, as-logic will inline some conversion code only when required by the conversion rules from the type casting matrix. |
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