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Re: gEDA-user: Rotating Components



Our original idea was to store the rotation as a separate value,
keeping the original footprint around.  Quaternions seem to do the
same thing; keeping a rotation around and applying it at the last
minute.

But the FreeRotateBuffer action has to result in a rotated buffer, and
once it's rotated, we have to round to our units, and that's where we
lose precision.


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