In article <200705050836310171.691B44CD@mandy.fractalus.com>, "Damien M. Jones" <dmj@fractalus.com> writes:
I advise you *not* to remove the ability to use parallelogram zoom boxes.
I guess what I was saying is that in my mind I'd like to move the code to separate sampling from display. By this I mean that you always sample on an axis-aligned grid, but that you then have a separate piece of code that's saying "oh, I'm viewing a parallelogram, that means that my mapping from pixels to computed samples isn't 1:1". Think of it like texture mapping. Your texture is always defined in a rectangular sample grid. Using the texture coordinates you can stretch and rotate it anyway you want. I have other reasons why I want to introduce the rectangular sample grid as the underlying sampling mechanism, but since I'm so far off from implementing that, I'm not going to talk about that right now. -- "The Direct3D Graphics Pipeline" -- DirectX 9 draft available for download <http://www.xmission.com/~legalize/book/download/index.html> Legalize Adulthood! <http://blogs.xmission.com/legalize/>