Begin the work on the actual transformation matrix.
Begin the work on the actual transformation matrix.
End the work on the actual transformation matrix, installing it as the actual modelview matrix.
End the work on the actual transformation matrix, installing it as the actual modelview matrix. If you do not call this method, all the scaling, translation and rotation are lost.
The Java2D graphics.
The Java2D graphics.
Transform a point in pixel units into graph units, the given point is transformed in place and also returned.
Transform a point in pixel units into graph units, the given point is transformed in place and also returned.
Pass a point in transformed coordinates (pixels) into the reverse transform (into graph units).
Pass a point in transformed coordinates (pixels) into the reverse transform (into graph units).
the transformed point.
Pop the actual transformation of the matrix stack, restoring the previous one in the stack.
Pop the actual transformation of the matrix stack, restoring the previous one in the stack.
Setup the backend for a new rendering session.
Setup the backend for a new rendering session.
Push the actual transformation on the matrix stack, installing a copy of it on the top of the stack.
Push the actual transformation on the matrix stack, installing a copy of it on the top of the stack.
Multiply the top-most matrix by a rotation matrix.
Multiply the top-most matrix by a rotation matrix.
Multiply the top-most matrix by a scaling matrix.
Multiply the top-most matrix by a scaling matrix.
Enable or disable anti-aliasing.
Enable or disable anti-aliasing.
Make the top-most matrix as an identity matrix.
Make the top-most matrix as an identity matrix.
Enable or disable the hi-quality mode.
Enable or disable the hi-quality mode.
Transform a point in graph units into pixel units, the given point is transformed in place and also returned.
Transform a point in graph units into pixel units, the given point is transformed in place and also returned.
Transform a point in graph units into pixel units.
Transform a point in graph units into pixel units.
the transformed point.
Multiply the to-most matrix by a translation matrix.
Multiply the to-most matrix by a translation matrix.
The graphic driver.
The back-end can be for example Java2D or OpenGL.