Pixels Vs. Vectors
▪In a lot of cases, MADRIX Script offers both a pixel-based or a vector-based version of a function.
▪When working with a matrix and pixels, the dimensions of matrix and effects, such as a vertical line, are absolute and adjusted to that particular matrix.
▪However, this can be a disadvantage since you might want to write a macro/script that can be applied to a multitude of matrixes with different sizes or someone else might want to use your script. In this case using relative values can help a lot, since effects are scalable then.
Rules Of Calling Functions
▪Functions of MADRIX Script often tell you what their purpose is and which kind of values they require (absolute or relative).
▪The name of a draw or render function often starts with a description of what it does, like Draw or Shift. It is followed by Pixel or Vector to describe whether the function requires pixel coordinates or relative coordinates. The final part describes the application of the function, like Line or Shape. Here are two examples:
▪DrawPixelLine - Draws a line using absolute values
▪DrawVectorShape - Draws a shape using relative values
▪ShiftPixelMatrix - Moves an area of the matrix using absolute values
Using Absolute Coordinates
▪Functions with Pixel in their name operate on absolute pixel values. Imagine a rectangle which is drawn from x=5, y=5 with a size of 10. The object will always be rendered starting from 5, 5 to 15, 15, on every matrix.
Using Relative Coordinates
▪Functions with Vector in their name operate on relative values. 0.0, 0.0 stands for the top left corner of the effects matrix. 1.0, 1.0 describes its bottom right corner, or its whole width and height.
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