Hmmm.
This is what I get by reading both the realPoints and the ordinary points of a line graphic after a handful of calls to the revRotatePoly command using:
Code: Select all
on mouseStillDown
revRotatePoly the name of grc 1,10
put line 1 of the realpoints of grc 1 & "--------" & line 1 of the points of grc 1 & return &\
line 2 of the realpoints of grc 1 & "--------" & line 2 of the points of grc 1 & return & return after fld 1
end mouseStillDown
And in field 1:
-18780.676846,4891.092553--------795,215
-18828.702613,4756.253671--------747,80
-18573.685473,1702.555557--------783,218
-18597.567095,1561.425594--------759,76
-17816.155126,-1401.596722--------771,219
-17815.166971,-1544.729604--------772,76
-16531.10298,-4327.046189--------758,218
-16505.275074,-4467.83297--------784,77
If I go all the way around, that is, after 36 calls, I get exactly the first "entry" of both types of points. As I should.
I can instantly set the points of that grc to any of the several "ordinary" points, and like any good property, the grc will jump there. But as I mentioned earlier, it requires both setting the realPoints AND a subsequent call to revRotatePoly to have the grc do the same.
All academic, of course. Everything works fine. But it seems the resolution of the realPoints indicates that those are the real calculations used in rotating graphics, and the resultant "ordinary" points are just the closest match to "real" screen pixel values, and are set by the engine as best fit. So perhaps that extra layer of precision is needed in order for me to have the luxury of being able to just use the standard points, in and of themselves not accurate enough, given a pixel-built grid, to keep the faith.
Like many who never keep the faith, and I am one of them, we tend to wander.
Craig