hi, I think we'll add all of your patches after 1.8.1 is released this weekend.
Nicholas and I wrote some tests for Mask.get_bounding_rects, and transform.threshold... However I think it's a bit late to test them properly still, and might as well add them to pygame 1.9 starting this weekend. cheers, On Sun, Jul 13, 2008 at 12:53 PM, René Dudfield <[EMAIL PROTECTED]> wrote: > Thanks for the patch. I'm looking it over today. > > Firstly I'm writing some more extensive test cases for it. > > cheers, > > > > On Sat, Jul 12, 2008 at 4:28 PM, Nirav Patel <[EMAIL PROTECTED]> wrote: >> In testing some computer vision stuff I was writing, I found that >> mask.get_bounding_rects() often split a connected component into >> multiple bounding boxes. Specifically in the following case: >> >> 0011 >> 1111 >> >> It would split the 11 in the first row and the 1111 in the second row >> into separate connected components, and therefore separate bounding >> boxes. >> >> I wrote a new version of it based on the algorithm I used in >> mask.connected_component. It correctly detects connected components, >> and there is also a side benefit of an, on average, 2x increase in >> performance. >> >> I attached the functions that I changed, and the full mask.c is >> available in my repo, though it also contains other functions that I'm >> proposing for 1.9. >> http://git.n0r.org/?p=pygame-nrp;a=blob;f=src/mask.c >> >> Nirav >> >
