I tried to use OpenGL and found that drawing anything in 2D was very hard.
For instance, I couldn't simply build a 3D set of shapes and then draw onto
the screen in 2D, using existing Pygame functions; I had to muck around with
textures instead. And drawing text in OpenGL -- just 2D text on a 2D s
On Sat, Apr 3, 2010 at 4:25 PM, Kris Schnee wrote:
> On 4/3/2010 12:58 PM, jug wrote:
>>
>> Marcus von Appen wrote:
>>>
>>> What would be interesting here is, what the Pen class would offer except
>>> from the drawing functions wrapped up in a class and som additional
>>> shapes.
>>>
>>> What abou
On 4/3/2010 12:58 PM, jug wrote:
Marcus von Appen wrote:
What would be interesting here is, what the Pen class would offer except
from the drawing functions wrapped up in a class and som additional
shapes.
What about e.g. an aa-property to keep the argument amount low,
transformation and rotat
Marcus von Appen wrote:
What would be interesting here is, what the Pen class would offer except
from the drawing functions wrapped up in a class and som additional
shapes.
What about e.g. an aa-property to keep the argument amount low,
transformation and rotation angles for the x- and y-axis (
On, Sun Mar 07, 2010, Julian Habrock wrote:
> Hello,
>
> I'd like to rewrite/improve the pygame draw module(s) as a GSoC project.
> Currently, there are pygame.draw and pygame.gfxdraw, but both are not
> very usable. There is just a small set of basic shapes to draw. Another
> important
> point
Hello,
I'd like to rewrite/improve the pygame draw module(s) as a GSoC project.
Currently, there are pygame.draw and pygame.gfxdraw, but both are not
very usable. There is just a small set of basic shapes to draw. Another
important
point is the missing anti-aliasing. Well, the new gfxdraw has so