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-When creating graphic libraries you most likely end up dealing with
-points and rectangles. If you're particularly unlucky, you may end
-up dealing with affine matrices and 2D transformations. If you're
-writing a graphic library with 3D transformations, though, you are
-going to hit the jackpot: 4x4 matrices, projections, transformations,
-vectors, and quaternions.
-Most of this stuff exists, in various forms, in other libraries,
-but it has the major drawback of coming along with the rest of those
-libraries, which may or may not be what you want. Those libraries
-are also available in various languages, as long as those languages
-are C++; again, it may or may not be something you want.
-For this reason, I decided to write the thinnest, smallest possible
-layer needed to write a canvas library; given its relative size, and
-the propensity for graphics libraries to have a pun in their name,
-I decided to call it Graphene.
-This library provides types and their relative API; it does not deal
-with windowing system surfaces, drawing, scene graphs, or input. You're
-supposed to do that yourself, in your own canvas implementation,
-which is the whole point of writing the library in the first place.