- From: Boris Zbarsky <bzbarsky@MIT.EDU>
- Date: Sun, 11 Nov 2012 23:32:16 -0800
- To: Dirk Schulze <dschulze@adobe.com>
- CC: "www-style@w3.org" <www-style@w3.org>
On 11/11/12 9:12 AM, Dirk Schulze wrote: > On Nov 11, 2012, at 8:03 AM, Boris Zbarsky <bzbarsky@MIT.EDU> wrote: >> http://lists.w3.org/Archives/Public/www-style/2011May/0633.html and > > This is addressed in the specification. Which "this"? You seem to be talking about the second issue raised in the above mail, while Simon's problem is with the first issue. > The mathematical description section defines how the transformation function gets "translated" into a 4x4 matrix. Yes. What it doesn't define is how that matrix actually acts on points. > Simon correctly pointed to the section "The Transform Rendering Model"[1] that describes how to multiply transformation functions: > > "" > • Start with the identity matrix. > • Translate by the computed X, Y and Z values of ‘transform-origin’ > • Multiply by each of the transform functions in ‘transform’ property from left to right > "" Simon's point is that "multiply" can be done in two different ways and the spec does not actually clearly define which way to use. > To get the local transformation matrix of the current element you do the following (note local transformation matrices transform the local coordinate space and are not the CTM): Ah, yes. For the transformation on coordinate space, you multiply in the opposite order from the transformation on points. > That is what the specification says, no? Sort of. I still think the text in section 6 should be more explicit about the multiplication instead of relying on other parts of the spec to actually explain what it means. -Boris
Received on Monday, 12 November 2012 07:32:47 UTC