Re: [AD] rotate_sprite documentation |
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On 2004-05-17, Ben Davis <bnd25@xxxxxxxxxx> wrote:
> On Monday 17 May 2004 18:24, allegrovp@xxxxxxxxxx wrote:
> > It rotates in the canonical order for angles - mathematical
> > angles are signed, and positive angles would rotate
> > counterclockwise, while negative ones would rotate clockwise. You
> > can add that if you want, for clarity.
>
> Don't forget that the coordinate system used by PCs isn't the
> canonical one. Information like this does need adding.
Proposed patch.
Index: docs/src/allegro._tx
===================================================================
RCS file: /cvsroot/alleg/allegro/docs/src/allegro._tx,v
retrieving revision 1.241
diff -u -r1.241 allegro._tx
--- docs/src/allegro._tx 29 Jul 2004 16:18:12 -0000 1.241
+++ docs/src/allegro._tx 31 Jul 2004 17:11:38 -0000
@@ -4761,6 +4761,9 @@
circle, 64 a right angle, etc. All rotation functions can draw between any
two bitmaps, even screen bitmaps or bitmaps of different color depth.
+ Positive increments of the angle will make the sprite rotate clockwise
+ on the screen, as demonstrated by the Allegro example.
+
@@void @rotate_sprite_v_flip(BITMAP *bmp, BITMAP *sprite, int x, int y, fixed angle);
@xref rotate_sprite, rotate_scaled_sprite_v_flip
@xref pivot_sprite_v_flip, pivot_scaled_sprite_v_flip