ah, I was under the impression that the OpenGL API also used radians. In that case I can't object any further.
On Sat, Aug 16, 2008 at 6:39 AM, Marcus von Appen <[EMAIL PROTECTED]> wrote: > On, Sat Aug 16, 2008, Peter Gebauer wrote: > >> Hi there, Hugo! >> >> Yes, using radians in math-related softare is common, but not in games. >> It will simply add a call the math.degrees for every call and to increment >> the angle you'd have to convert it back, or be forced to use radians >> in the game. If you're drawing using OpenGL or any rotational >> transformations it will be a lot of calls. I see it as more comfortable when >> the angles use degrees since graphic drawing is more common than in a game >> than asin/atan calls. >> It will also be a miniscule performance enhancenment to do this in C >> rather than Python which will add up if you do this conversion many times >> for each polygon you draw. :) >> >> So, it's more comfortable to use degrees and it's better suited for use with >> graphic libraries, which mostly use degrees, including >> pygame.transform.rotate. > > [...] > > Seconded. As doing a degrees to radians "just" adds a float > multiplication and division, it should not be a big deal. I'll add that > to the TODO list. > > Regards > Marcus >