Our original idea was to store the rotation as a separate value, keeping the original footprint around. Quaternions seem to do the same thing; keeping a rotation around and applying it at the last minute.
But the FreeRotateBuffer action has to result in a rotated buffer, and once it's rotated, we have to round to our units, and that's where we lose precision. _______________________________________________ geda-user mailing list [email protected] http://www.seul.org/cgi-bin/mailman/listinfo/geda-user

