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A set of elements with a common ancestor which share a common three-dimensional coordinate system, as described <ahref=#3d-rendering-contexts>below
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</a></dl><ahref=#3d-rendering-contexts>
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A set of elements with a common ancestor which share a common three-dimensional coordinate system, as described <ahref=#3d-rendering-contexts>below</a>.
</a><p><ahref=#3d-rendering-contexts>UAs may not always be able to render three-dimensional transforms and then just support a two-dimensional subset of this specification. In this case </a><ahref=#three-d-transform-functions>three-dimensional transforms</a> and the properties <aclass=propertydata-link-type=propdeschref=#propdef-transform-styletitle=transform-style>transform-style</a>, <aclass=propertydata-link-type=propdeschref=#propdef-perspectivetitle=perspective>perspective</a>, <aclass=propertydata-link-type=propdeschref=#propdef-perspective-origintitle=perspective-origin>perspective-origin</a> and <aclass=propertydata-link-type=propdeschref=#propdef-backface-visibilitytitle=backface-visibility>backface-visibility</a> must not be supported. Section <ahref=#3d-transform-rendering>3D Transform Rendering</a> does not apply. Matrix decomposing uses the technique taken from the "unmatrix" method in "Graphics Gems II, edited by Jim Arvo", simplified for the 2D case. Section <ahref=#mathematical-description>Mathematical Description of Transform Functions</a> is still effective but can be reduced by using a 3x3 transformation matrix where <em>a</em> equals m<sub>11</sub>, <em>b</em> equals m<sub>12</sub>, <em>c</em> equals m<sub>21</sub>, <em>d</em> equals m<sub>22</sub>, <em>e</em> equals m<sub>41</sub> and <em>f</em> equals m<sub>42</sub> (see <ahref=#MatrixDefined>A 2D 3x2 matrix with six parameter</a>).</p>
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<p>UAs may not always be able to render three-dimensional transforms and then just support a two-dimensional subset of this specification. In this case <ahref=#three-d-transform-functions>three-dimensional transforms</a> and the properties <aclass=propertydata-link-type=propdeschref=#propdef-transform-styletitle=transform-style>transform-style</a>, <aclass=propertydata-link-type=propdeschref=#propdef-perspectivetitle=perspective>perspective</a>, <aclass=propertydata-link-type=propdeschref=#propdef-perspective-origintitle=perspective-origin>perspective-origin</a> and <aclass=propertydata-link-type=propdeschref=#propdef-backface-visibilitytitle=backface-visibility>backface-visibility</a> must not be supported. Section <ahref=#3d-transform-rendering>3D Transform Rendering</a> does not apply. Matrix decomposing uses the technique taken from the "unmatrix" method in "Graphics Gems II, edited by Jim Arvo", simplified for the 2D case. Section <ahref=#mathematical-description>Mathematical Description of Transform Functions</a> is still effective but can be reduced by using a 3x3 transformation matrix where <em>a</em> equals m<sub>11</sub>, <em>b</em> equals m<sub>12</sub>, <em>c</em> equals m<sub>21</sub>, <em>d</em> equals m<sub>22</sub>, <em>e</em> equals m<sub>41</sub> and <em>f</em> equals m<sub>42</sub> (see <ahref=#MatrixDefined>A 2D 3x2 matrix with six parameter</a>).</p>
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<imgalt="3x3 matrix" height=79src=3x3matrix.pngtitle="\begin{bmatrix} a & c & e \\ b
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<p>Normally, elements render as flat planes, and are rendered into the same plane as their containing block. Often this is the plane shared by the rest of the page. Two-dimensional transform functions can alter the appearance of an element, but that element is still rendered into the same plane as its containing block.</p>
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<p>Three-dimensional transforms can result in transformation matrices with a non-zero Z component (where the Z axis projects out of the plane of the screen). This can result in an element rendering on a different plane than that of its containing block. This may affect the front-to-back rendering order of that element relative to other elements, as well as causing it to intersect with other elements. This behavior depends on whether the element is a member of a <adata-link-type=dfnhref=#3d-rendering-contexttitle="3D rendering context">3D rendering context</a>, as described below.</p>
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<p>Three-dimensional transforms can result in transformation matrices with a non-zero Z component (where the Z axis projects out of the plane of the screen). This can result in an element rendering on a different plane than that of its containing block. This may affect the front-to-back rendering order of that element relative to other elements, as well as causing it to intersect with other elements.</p>
A set of elements with a common ancestor which share a common three-dimensional coordinate system, as described <ahref="#3d-rendering-contexts">below</a.
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A set of elements with a common ancestor which share a common three-dimensional coordinate system, as described <ahref="#3d-rendering-contexts">below</a>.
Normally, elements render as flat planes, and are rendered into the same plane as their containing block. Often this is the plane shared by the rest of the page. Two-dimensional transform functions can alter the appearance of an element, but that element is still rendered into the same plane as its containing block.
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Three-dimensional transforms can result in transformation matrices with a non-zero Z component (where the Z axis projects out of the plane of the screen). This can result in an element rendering on a different plane than that of its containing block. This may affect the front-to-back rendering order of that element relative to other elements, as well as causing it to intersect with other elements. This behavior depends on whether the element is a member of a <i>3D rendering context</i>, as described below.
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Three-dimensional transforms can result in transformation matrices with a non-zero Z component (where the Z axis projects out of the plane of the screen). This can result in an element rendering on a different plane than that of its containing block. This may affect the front-to-back rendering order of that element relative to other elements, as well as causing it to intersect with other elements.
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