> > I was wondering... when you do call CocosNode.transform it knows how > to create all the transforms based on the parameters of the node. It's > easy to do a function that does the inverse transform based on that > parameters too. Wrapping the call with a glPushMatrix / glPopMatrix > pair we could transform the point using the inverse transforms of the > parents of the node all the way up to the screen with opengl calls. We > could store the position on the column of a matrix and then get it > back by fetching the matrix value from opengl after the transforms. > This would be on demand.
on demand plus some cacheing. so we can do multiple calls per frame with just one calculation. then we would invalidate the cache in the next frame. Lucio. --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---
