On Wed, Aug 27, 2008 at 7:14 PM, Kao Cardoso Felix <[EMAIL PROTECTED]> wrote: > > On Wed, Aug 27, 2008 at 12:47 AM, Lucio Torre <[EMAIL PROTECTED]> wrote: >> Well, today the news is that i can confirm that this is a bug.A pretty big >> one. > > Well, I'm happy to know that I was not crazy :) > > I tried to figure out the right way to do it so I could submit a patch > or something like that, but these coordinate system stuff can get > really confusing and I'm not aware of how the anchors should work. > > I interpreted like this: the transform_anchor should be the point wich > the children get transformed about by rotation and scaling inherited > from the parent, and children_anchor should be the point that children > get positioned relative to. Well, that doesn't sound very clear to me > either, but I hope you get what I'm trying to say.
yes, this is the idea. this can clearly be seen with scenes. you put a scene in 0,0, but when you rotate it, you usually want to rate it from the center. so transform_anchor is x/2, y/2 and children anchor is 0,0. or should be. im not sure of anything now. > > I don't have a lot of free time, but I would be glad to help this > awesome framework to get better, so if there's anything I can do to > help you out on this matter, please let me know. > a patch on this would be great :) --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "cocos2d discuss" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/cocos-discuss?hl=en -~----------~----~----~----~------~----~------~--~---
