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Re: Inviting to comment on Cocoa categories
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Re: Inviting to comment on Cocoa categories


  • Subject: Re: Inviting to comment on Cocoa categories
  • From: Graham Cox <email@hidden>
  • Date: Mon, 10 Nov 2008 22:16:34 +1100


On 10 Nov 2008, at 10:07 pm, Kyle Sluder wrote:

On Mon, Nov 10, 2008 at 5:56 AM, Graham Cox <email@hidden> wrote:
Yet you need to do this all the time if you do rotation of anything at all.
Rotation around the origin is almost never in itself useful.

Eh, I beg to differ. Rotation about the origin is one of the most common operations in 3D graphics, since you typically treat the origin as model space and just do one final translation to get your models into world space. This is essentially what OpenGL does when you build your model and world transformation stacks.

--Kyle Sluder


Well, I defer to your expertise in 3D - not my area. But certainly in 2D with typical Cocoa objects you are usually concerned with positioning paths or text at some point in your view. I don't think I've ever done a rotation that didn't translate to some point and back again. You can of course think of this as moving the origin and thus you are *always* rotating about the origin, but I'd hazard a guess that most people are more comfortable with the idea of rotating some object about an arbitrary point. Hence the OP's method, which is identical in spirit to several I use constantly.

--Graham
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References: 
 >Inviting to comment on Cocoa categories (From: Tommy Nordgren <email@hidden>)
 >Re: Inviting to comment on Cocoa categories (From: "Kyle Sluder" <email@hidden>)
 >Re: Inviting to comment on Cocoa categories (From: "Michael Ash" <email@hidden>)
 >Re: Inviting to comment on Cocoa categories (From: "Kyle Sluder" <email@hidden>)
 >Re: Inviting to comment on Cocoa categories (From: "Kyle Sluder" <email@hidden>)
 >Re: Inviting to comment on Cocoa categories (From: Graham Cox <email@hidden>)
 >Re: Inviting to comment on Cocoa categories (From: "Kyle Sluder" <email@hidden>)

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