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The 2D pipeline involves ... [coordinate transformation terms] Can someone give me the detail differentiation among these? This is something I very recently learned while trying to understand how software handles 3D graphics behind the scenes. I've never encountered these terms in reference to 2D graphics before, but the ideas still apply. 2D graphics ...


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The core calculation seems to be sub_v3_v3v3(vec, td->iloc, tc->center_local); radius = normalize_v3(vec); tratio = ratio * td->factor; mul_v3_fl(vec, radius * (1.0f - tratio) + t->val * tratio); add_v3_v3v3(td->loc, tc->center_local, vec); Which in C-ish psuedo code looks like vec = pos - center; //find vector from center ...


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