I looked at the drawing primitives portion of pygame reloaded, and I knew that was not the way I wanted to go. It was still software driven. For things like line widths, it supported only horizontal and vertical lines. Plus it wasn't a drop-in replacement.
The things I put together for ellipses and lines only work with OpenGL though. SDL doesn't have primitives for line thickness or ellipses, so if a program uses software or directx for graphics you are out of luck. Reinventing the wheel is never a good idea, I'm hoping some of the other pygame packages can port more directly. Paul Vincent Craven On Tue, Feb 26, 2013 at 4:07 AM, René Dudfield <ren...@gmail.com> wrote: > Hi, > > nice work! I've always thought a wrapper over the top of pgreloaded > (pygame2) would be a way to go. I think your work proves a somewhat > compatible API is possible. The layered API style design is quite nice I > think. Layering the pygame API over the top of the more 1-1 SDL 2 API > which is pgreloaded. Marcus has done a crapton of good work with > pgreloaded, especially with unit tests, portability, examples and such. As > well, it uses ctypes, making it more pypy compatible. For these reasons, I > think it would be worthwhile considering to build a drop in replacement on > top of that, rather than by building a layer like this on top of cpp. I'm > not trying to diss your work, just giving an opinion of one way to do it :) > > cheers, > > > > On Fri, Feb 22, 2013 at 10:40 PM, Paul Vincent Craven < > p...@cravenfamily.com> wrote: > >> Hi, this is a very early start of a Pygame that runs on SDL 2.0 with full >> OpenGL hardware acceleration: >> >> https://bitbucket.org/pcraven/pysdl/wiki/Home >> >> Paul Vincent Craven >> > >