// This removes some of the extremely faint artifacts in the trig rotation.
void rotate(VFrame *output, VFrame *input, float angle);
void set_matrix(AffineMatrix *matrix);
+// set_matrix:
+// in x1,y1 - x2,y1 out x1,y1 - x2,y2 clockwise
+// | | | |
+// x1,y2 - x2,y2 x4,y4 - x3,y3
+//
+ void set_matrix( double in_x1, double in_y1, double in_x2, double in_y2,
+ double out_x1, double out_y1, double out_x2, double out_y2,
+ double out_x3, double out_y3, double out_x4, double out_y4);
// Set the viewport to transform. The transform is based on the input viewport.
// The output viewport clips the transformed output.
void set_in_viewport(int x, int y, int w, int h);