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#!N
#!CNavyBlue #!N #!Rtransec Transformation #!N #!EC #!N #!N Transformation is the
process of computing pixel coordinates from model coordinates (i.e., the coordinates
of the Object). Because #!F-adobe-times-bold-r-normal--18* DXRender() #!EF performs necessary transformations, most
applications do not need #!F-adobe-times-bold-r-normal--18* DXTransform() #!EF . #!N #!N Transformation
is essentially a two-step operation: (1) transform the model coordinates of
an Object into world coordinates; and (2) transform the world coordinates
into image coordinates (see #!Lao6afg2127,dxall1130 f Figure 127 #!EL ). #!Cbrown #!N #!F-adobe-times-medium-r-normal--18* #!Rao6afg2127 #!N
Graphics omitted from Online Documentation. Please see the manual. #!N #!N
Figure 127. Transformation of Coordinates #!EF #!N #!EC The transformation from
model to world coordinates is specified by transform nodes (see #!Lxformsc,dxall1135 h Xform Class #!EL
) in the description of the input Object. The transformation from
world coordinates to image coordinates is specified by a camera Object.
#!N #!I0 #!N #!N #!I0 #!N #!F-adobe-times-bold-r-normal--18* #!F-adobe-times-bold-r-normal--18* Object DXApplyTransform() #!EF
#!EF #!I50 #!N Recursively applies a transform to an Object. See
#!Ldxatm,dxall1173 h DXApplyTransform #!EL . #!I0 #!N #!N #!N #!N #!N #!F-adobe-times-medium-i-normal--18* Next Topic
#!EF #!N #!N #!Lall1130,dxall1131 h Surface Shading #!EL #!N #!F-adobe-times-medium-i-normal--18* #!N
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