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two finger image rotate: how to get straight again

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Old 05-22-2010, 02:36 AM
kkamin kkamin is offline
Join Date: Nov 2009
Posts: 98
Re: two finger image rotate: how to get straight a

Originally Posted by aartist View Post
Alas, no mind meld yet. So we have to trudge along
and learn things as we go. Those that find out first
or know something we don't, even if they just learned
it the day before, have the all mighty right to give it
to us anyway they want, even with a dalop of attitude.
I guess if you want to live life like jerk. Imagine have a teacher or professor give a lecture with the attitude that the class is retarded for not knowing the lecture beforehand. I don't think Namphoto worked for Macintosh and invented the ESC key orientation revert, and at some point he didn't know this either like many of us.
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Old 05-22-2010, 11:55 AM
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aartist aartist is offline
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Location: Mid-West
Posts: 461
Re: two finger image rotate: how to get straight a

Namphoto, look what you have started!
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Old 05-22-2010, 12:59 PM
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RooB RooB is offline
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Join Date: Sep 2005
Location: Newfoundland, Canada
Posts: 157
Re: two finger image rotate: how to get straight a

Back to the topic and little off to the side ..... I'm a little curious about this.

Correct me if I'm wrong, but if you're constantly rotating an image, wouldn't the image degrade unless you were rotating on precise 90 degree angles?

It's been a long time since I've done any programming, especially 2D texture rotation; but I'm pretty sure I remember you always need to calculate the rotation of an image from the original source; because if you keep arbitrarily rotating an image and rotating it again, it will eventually degrade ..... so, rotating an image and straightening it constantly, you'd end up with less detail in the image.

Or, am I way off base .....
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Old 05-22-2010, 01:24 PM
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Der_W Der_W is offline
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Join Date: Jul 2009
Location: Germany
Posts: 558
Re: two finger image rotate: how to get straight a

That would be true, if you were really rotating the image (easiest example: rotate the image 45°. Pixels are squares, 45° would need half pixels, which don't exist -> interpolation).
But since PS CS4 it is possible (with OpenGL) to rotate the view itself, so no pixels are harmed :-).
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