On Mon, Oct 13, 2008 at 4:58 PM, Kao Cardoso Felix <[EMAIL PROTECTED]> wrote:
>
>> you cant really use this on step calls, because the real positions may
>> change later.
>
> I'm don't know what you mean by step calls. Could you clarify that?

during the scheduled update functions, if things are moving, your node
may have already moved, and the other node may have not.
>
>> is this similar to having the transformation parameters available on
>> the "draw" calls?
>
> I was thinking on just a simple method that inverts / applies the
> transformations that are applied to a node, to an arbitrary point.
> When I have a mouse click, for instance, I want to check if my sprite
> was intercepted by the click and if my sprite is deep on the scene
> tree with some transformed parents it's cumbersome to check.
>

well, yes, you are right in that this is useful outside of draw. this
is what i had in mind, convert from screen relative to node position
relative coordinates and back. we can update this transformations at
each draw call so they are all consistent (and relative to the last
frame drawn).

in the same way we can keep the viewport information so you know what
you can draw or what you can get away without drawing.

whats required for this is adding one or two matrix3 multiplications
per node in the system each frame. is this too expensive? shoud this
be done only on demand?

Lucio.

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