I backported pygame2.sdlgfx.primitives back into Pygame just as a quick
and dirty way to try out SDL_gfx. I made it optional, like movieext, so
we could decide if we should keep it as is. Though at first glance
gfxdraw appears to differ from the draw module, having no line width
argument for instance, a closer look shows that draw builds up line
width through repeated draws of a single pixel width line. Underneath,
draw is just an earlier version of SDL_gfx with some features added over
top. I would suggest instead of a separate gfxdraw module, which
duplicates much that is in draw, to simply rework draw to use SDL_gfx as
its back end. draw would be extended to expose the new functions added
by SDL_draw. Including the SDL_gfx source files with Pygame is fine with
me. But the RGBA versions of the functions were justed used for
convenience. The Color versions can be used as well and would save a C
function call.
Lenard
René Dudfield wrote:
hi again,
Or for the draw stuff...
We could just include these two files:
src/SDL_gfx/SDL_gfxPrimitives.c
src/SDL_gfx/SDL_gfxPrimitives.h
Then use this in Setup
GFX = src/SDL_gfx/SDL_gfxPrimitives.c
gfxdraw src/gfxdraw.c $(SDL) $(GFX) $(DEBUG)
I added those two files in that directory to svn for now. So people
should be able to build it out of svn on linux/unix... and download
binaries (hopefully a couple of hours) from here:
http://thorbrian.com/pygame/builds.php
Committed revision 1980.
cheers,
On Sun, Mar 29, 2009 at 2:11 PM, René Dudfield <ren...@gmail.com
<mailto:ren...@gmail.com>> wrote:
Hi,
very cool module :)
I uploaded some png's for people to see:
http://rene.f0o.com/~rene/stuff/aapolygon.png
<http://rene.f0o.com/%7Erene/stuff/aapolygon.png>
http://rene.f0o.com/~rene/stuff/aacircle.png
<http://rene.f0o.com/%7Erene/stuff/aacircle.png>
However, with ubuntu SDL_gfx I get this error:
>>> import pygame.gfxdraw
Traceback (most recent call last):
File "<stdin>", line 1, in <module>
ImportError: /usr/lib/python2.5/site-packages/pygame/gfxdraw.so:
undefined symbol: arcRGBA
I guess arcRGBA isn't in the version I have... which is version
2.0.13 - a pretty a old SDL_gfx (current is 2.0.19pre).
So... I'll try and start submitting bug reports to distros for
them to update SDL_gfx. However that won't help us for 1-2 years
-- by the time they process the bug report, then finally get
around to packaging the newer version - then time for people to
upgrade their distros... Also, I think we'll probably try and get
some newer fixes into SDL_gfx, so for now including it with pygame
is probably better.
Instead, can we include SDL_gfx parts in with pygame? including
the whole directory in src/SDL_gfx/ .
I changed Setup to this, which compiled and worked:
GFX = src/SDL_gfx/SDL_gfxBlitFunc.c src/SDL_gfx/SDL_gfxPrimitives.c
gfxdraw src/gfxdraw.c $(SDL) $(GFX) $(DEBUG)
Instead of including it in src/... we could put it in
branch/SDL_gfx and put a svn external to src/SDL_gfx (SDL_gfx
doesn't appear to use public version control). Or we could just
include the needed files needed. I think a branch with svn
external to src/SDL_gfx would be best... then it's nicely
separated. Then when we release a source tar.gz/.zip we include
it with the pygame sources.
cheers,
On Thu, Mar 26, 2009 at 6:33 AM, Lenard Lindstrom <le...@telus.net
<mailto:le...@telus.net>> wrote:
You can see for yourself:
http://www3.telus.net/len_l/pygame/gfx_antialiasing.tar.gz
Because of a bug aapolygon_gfx.py will not work with the gfx
enabled Windows binaries I have provide. The latest Pygame out
of SVN is needed. But you can still look at the images I took
from a screen shot.
Lenard
Lenard Lindstrom wrote:
The results actually look good though, if one first draws
the outline, then the filled version. Circles not quit so
good, but better than with no anti-aliasing.
Lenard
RB[0] wrote:
You could do a filled polygon and then an aa one
around it...
But I think then you'd be getting a lot slower...
On Wed, Mar 25, 2009 at 1:44 PM, Lenard Lindstrom
<le...@telus.net <mailto:le...@telus.net>
<mailto:le...@telus.net <mailto:le...@telus.net>>> wrote:
The aa polygon is not filled, and the filled
polygon does no aa.
Lenard
René Dudfield wrote:
good idea.
there's an aa-polygon in sdl gfx
On Wed, Mar 25, 2009 at 5:38 PM, Greg Ewing
<greg.ew...@canterbury.ac.nz
<mailto:greg.ew...@canterbury.ac.nz>
<mailto:greg.ew...@canterbury.ac.nz
<mailto:greg.ew...@canterbury.ac.nz>>> wrote:
Lenard Lindstrom wrote:
Yes, but we still need an
aaline algorithm with line
width.
Find an aa polygon
algorithm and then use it to
draw line-shaped polygons.
--
Lenard Lindstrom
<le...@telus.net>