Graphics32 currently uses a relative vector system, meaning that a vector have to be applied to a given absolute vector. The relative system propose a wider flexibility, but also a small overhead (the two additions needed). Future versions may introduce a relative/absolute distinction in relevant routines. To make a vector absolute, simply apply actual absolute vertices, but keep in mind that some implementations may expect relative vectors (e.g. TRemapTransformation.Vectormap uses relative vectors).
Vector types are defined with following structures:
type TFloatVector = TFloatPoint;
type PFloatVector = ^TFloatVector;
Provides convenient naming, and compatibility with TFloatPoint.
type TFloatVector = TFixedPoint;
type PFloatVector = ^TFloatVector;
Provides convenient naming, and compatibility with TFixedPoint.
type TArrayOfFloatVector = array of TFloatVector;
type PArrayOfFloatVector = ^TArrayOfFloatVector;
A dynamic array of TFloatVector.
type TArrayOfFixedVector = array of TFixedVector;
type PArrayOfFixedVector = ^TArrayOfFixedVector;
A dynamic array of TFixedVector.
Copyright ©2000-2024 Alex Denisov and the Graphics32 Team - Graphics32 2.0 - Help file built on 18 Feb 2024