大多数传统的图形语言用具有范围(例如)从0到32,767的水平和垂直轴的“虚”坐标系统。
Most traditional graphics languages use a "virtual" coordinate system with horizontal and vertical axes that range (for instance) from 0 to 32,767.
点和其他几何助手,比如像轴、坐标系统等也进行了模型化处理。
Points and other geometric helpers like axes, coordinate systems etc. are also modeled.
这是因为预计坐标系统有一个Y轴是相反的像素坐标系。
This is because projected coordinate systems have a Y-axis which is the opposite of pixel coordinate systems.
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