Vector and Affine Transformation Demos for PSP
Blinky has created more goodness for the PSP, this time in the form of vector and affine transformations. Honestly, this is way above my head. The basic wikipedia definition of an AT (affine transformation) corresponds to the multiplication of a matrix and a vector. Blinky can explain this much better on his website, but here are some excerpts: ?
As I said before, eyeGT is essentially a multiplatform graphical application engine that uses vectors (and bitmaps) to make sure to can adapt GUIs to various resolutions displays. Being a 2D engine you can?t really do 3D rendering, but using some simple math it is possible to make use of affine transformations (rotation, translation, scaling and shearing) to somehow simulate three-dee effects.
In this self running demo, several objects are placed one at a time on the canvas (a triangle filled with a gradient, a complex vector shape, a translucent shape, a bitmap textured triangle and finally a gradient filled triangle playing an vector animation inside) bounce the control points and transform the object using ATs so it follow the position of the points.?
You can read more about this on his website [here].
You can get the demo in our PSP Download section [here].
Blinky has created more goodness for the PSP, this time in the form of vector and affine transformations. Honestly, this is way above my head. The basic wikipedia definition of an AT (affine transformation) corresponds to the multiplication of a matrix and a vector. Blinky can explain this much better on his website, but here are some excerpts: ?
As I said before, eyeGT is essentially a multiplatform graphical application engine that uses vectors (and bitmaps) to make sure to can adapt GUIs to various resolutions displays. Being a 2D engine you can?t really do 3D rendering, but using some simple math it is possible to make use of affine transformations (rotation, translation, scaling and shearing) to somehow simulate three-dee effects.
In this self running demo, several objects are placed one at a time on the canvas (a triangle filled with a gradient, a complex vector shape, a translucent shape, a bitmap textured triangle and finally a gradient filled triangle playing an vector animation inside) bounce the control points and transform the object using ATs so it follow the position of the points.?
You can read more about this on his website [here].
You can get the demo in our PSP Download section [here].