These are chat archives for openseadragon/openseadragon

29th
Dec 2014
Antoine Vandecreme
@avandecreme
Dec 29 2014 16:49
Yes, I played a little bit again this weekend. If I understand correctly, it is always the first image (index 0) which define the world coordinates.
Ian Gilman
@iangilman
Dec 29 2014 19:29
@avandecreme I guess you could think of it that way...
The world coordinates are independent of screen pixels and independent of image pixels, so they're just an arbitrary representation. In that way it's all of the images that define the world coordinates.
If you don't specify coordinates for any of the images and you don't have collectionMode on, they all stack on top of each other with x = 0 and width = 1.
Antoine Vandecreme
@avandecreme
Dec 29 2014 19:49
I will experiment a little bit more when I have time :) Thanks
Ian Gilman
@iangilman
Dec 29 2014 19:50
Cool.
Antoine Vandecreme
@avandecreme
Dec 29 2014 19:52
Btw, is rotation supported?
Ian Gilman
@iangilman
Dec 29 2014 19:53
It should be, though I have to admit I haven't tested it lately.
Antoine Vandecreme
@avandecreme
Dec 29 2014 19:54
great! I think it had been extended to support more than 90 degrees right?
Ian Gilman
@iangilman
Dec 29 2014 19:54
Yup. That's on master even.
And I did test rotation with multi-image (collections branch) at one point.
Antoine Vandecreme
@avandecreme
Dec 29 2014 19:56
Thinking of it, rotation can mean 2 things with multiples images: world rotation or per image rotation
Ian Gilman
@iangilman
Dec 29 2014 19:57
Correct. We're only supporting world rotation.
Or more specifically, we only support rotating the viewport.
So the world is unchanged, but your view of it is rotated.
Of course we could add image rotation support as well.
Antoine Vandecreme
@avandecreme
Dec 29 2014 19:58
yeah