Re: [pygame] how to remove spam comments in pygame wiki
Hi, it's on my todo list to clean them up. I've got some scripts to do it... cheers, On Tue, Jul 28, 2009 at 7:50 AM, Paulo Silva wrote: > i don't know... maybe Pete Shinners? > > On 7/27/09, Horst JENS wrote: > > Am Sonntag, den 26.07.2009, 22:06 +0100 schrieb Paulo Silva: > >> would be great if we can notify them for the administrator removing > >> them - if we allow anyone to remove everything, the same spammers may > >> wish to remove very useful information we waste our precious time on > >> posting them... > > > > who is the official wiki admin to notify ? > > > > -Horst > > > > > > -- > > Horst JENS > > horst.j...@chello.at > > http://members.chello.at/horst.jens > > > > >
Re: [pygame] opengl from python - drawing wireframe shape colours and contour in the same time
You can draw wireframes instead of fills by setting: glPolygonMode(GL_FRONT_AND_BACK, GL_LINE) Then draw your geometry as desired. Note this has the same limitations and drawbacks as GL_LINE, but for simulating old-school vector graphics it works pretty good. You can control whether or not a particular edge is drawn using edge flags. That way interior edges that exist just for tessellation, don't clutter up the rendering. What typically looks good is to do a first pass at low alpha with a wide glLineWidth, then render again with a higher alpha and a lower width. Last draw with line width set to 1 (or whatever) and full alpha. Gives a decent glowing vector line effect. Also be sure to enable multisampling to combat aliasing. I attached a screenshot of a model rendered using this technique. The code that produced it can be found here: http://code.google.com/p/caseman/source/browse/trunk/eos/tools/show_obj.py <> The libraries it uses to load the model and draw it are there as well. hth, -Casey On Jul 27, 2009, at 2:06 PM, Paulo Silva wrote: no, my idea is doing simple poly games, a bit like those 3d games from Amiga time (such as Robocop3 and many others) - very flatcoloured - but i really wanted so have the meshes wireframed - thanks for all useful info! :) On 7/27/09, Ian Mallett wrote: Yes, unfortunately. That may be a problem, especially if the object is high poly. There are more complex methods that use shaders. One of the better ones I've found is: Render the scene to two textures, one RGB and the other depth Apply an edge-detection filter to the depth texture (no edge = white, edge = black) Multiply the two textures together on a fullscreen quad. The problem here is you'd need shaders if you want to only have one pass, which may be overkill. (MRT to render to both textures simultaneously or storing the depth in the alpha channel of the texture). If you want to use fixed function, you'd need two render-to-textures; one for each texture--and so there wouldn't really be an advantage to this method over the original one. There's also normal-based edge detection, which I have tried as well. It's simpler, though you'll probably need a shader here too. This unfortunately suffers from line-thickness, which may or may not be a problem. You'd only need one pass though. HTH, Ian
Re: [pygame] how to remove spam comments in pygame wiki
otherwise, it's extremelly important Pygame being plenty of small snippets, and having them on places like wiki or www.pygame.org/docs/ is extremelly important, specially for newbies like me On 7/27/09, Paulo Silva wrote: > i don't know... maybe Pete Shinners? > > On 7/27/09, Horst JENS wrote: >> Am Sonntag, den 26.07.2009, 22:06 +0100 schrieb Paulo Silva: >>> would be great if we can notify them for the administrator removing >>> them - if we allow anyone to remove everything, the same spammers may >>> wish to remove very useful information we waste our precious time on >>> posting them... >> >> who is the official wiki admin to notify ? >> >> -Horst >> >> >> -- >> Horst JENS >> horst.j...@chello.at >> http://members.chello.at/horst.jens >> >> >
Re: [pygame] how to remove spam comments in pygame wiki
i don't know... maybe Pete Shinners? On 7/27/09, Horst JENS wrote: > Am Sonntag, den 26.07.2009, 22:06 +0100 schrieb Paulo Silva: >> would be great if we can notify them for the administrator removing >> them - if we allow anyone to remove everything, the same spammers may >> wish to remove very useful information we waste our precious time on >> posting them... > > who is the official wiki admin to notify ? > > -Horst > > > -- > Horst JENS > horst.j...@chello.at > http://members.chello.at/horst.jens > >
Re: [pygame] how to remove spam comments in pygame wiki
Am Sonntag, den 26.07.2009, 22:06 +0100 schrieb Paulo Silva: > would be great if we can notify them for the administrator removing > them - if we allow anyone to remove everything, the same spammers may > wish to remove very useful information we waste our precious time on > posting them... who is the official wiki admin to notify ? -Horst -- Horst JENS horst.j...@chello.at http://members.chello.at/horst.jens signature.asc Description: Dies ist ein digital signierter Nachrichtenteil
Re: [pygame] opengl from python - drawing wireframe shape colours and contour in the same time
Sure :-)
Re: [pygame] opengl from python - drawing wireframe shape colours and contour in the same time
no, my idea is doing simple poly games, a bit like those 3d games from Amiga time (such as Robocop3 and many others) - very flatcoloured - but i really wanted so have the meshes wireframed - thanks for all useful info! :) On 7/27/09, Ian Mallett wrote: > Yes, unfortunately. That may be a problem, especially if the object is high > poly. There are more complex methods that use shaders. One of the better > ones I've found is: > > Render the scene to two textures, one RGB and the other depth > Apply an edge-detection filter to the depth texture (no edge = white, edge = > black) > Multiply the two textures together on a fullscreen quad. > > The problem here is you'd need shaders if you want to only have one pass, > which may be overkill. (MRT to render to both textures simultaneously or > storing the depth in the alpha channel of the texture). If you want to use > fixed function, you'd need two render-to-textures; one for each texture--and > so there wouldn't really be an advantage to this method over the original > one. > > There's also normal-based edge detection, which I have tried as well. It's > simpler, though you'll probably need a shader here too. This unfortunately > suffers from line-thickness, which may or may not be a problem. You'd only > need one pass though. > > HTH, > Ian >
Re: [pygame] opengl from python - drawing wireframe shape colours and contour in the same time
Yes, unfortunately. That may be a problem, especially if the object is high poly. There are more complex methods that use shaders. One of the better ones I've found is: Render the scene to two textures, one RGB and the other depth Apply an edge-detection filter to the depth texture (no edge = white, edge = black) Multiply the two textures together on a fullscreen quad. The problem here is you'd need shaders if you want to only have one pass, which may be overkill. (MRT to render to both textures simultaneously or storing the depth in the alpha channel of the texture). If you want to use fixed function, you'd need two render-to-textures; one for each texture--and so there wouldn't really be an advantage to this method over the original one. There's also normal-based edge detection, which I have tried as well. It's simpler, though you'll probably need a shader here too. This unfortunately suffers from line-thickness, which may or may not be a problem. You'd only need one pass though. HTH, Ian
Re: [pygame] write gif animation?
Here is how I have done it using mencoder in Twisted : http://code.google.com/p/toonloop/source/browse/trunk/py/toon/mencoder.py a 2009/7/27 Ian Mallett : > I used to make movies from my PyGame applications by using > pygame.image.save(...)--or sometimes the OpenGL equivalent--to save to a > file. I then imported these into Animation Shop Pro (an old version ~1999) > and saved as a .gif or .avi. I definitely think a .gif animation file > creator would be an excellent addition to PyGame... > -- Alexandre Quessy http://alexandre.quessy.net/
Re: [pygame] opengl from python - drawing wireframe shape colours and contour in the same time
thanks! (pressuposed i understood the same object must be drawn twice, as shape and as wireframe?) On 7/27/09, Ian Mallett wrote: > #Draw the object here > #Disable texturing, lighting, etc. here > glColor3f(0,0,0) > glLineWidth(4) #or whatever > glPolygonMode(GL_FRONT_AND_BACK,GL_LINE) > #Draw the object here > glPolygonMode(GL_FRONT_AND_BACK,GL_FILL) > glLineWidth(1) #also or whatever > glColor3f(1,1,1) > #Enable texturing, lighting, etc. here >
Re: [pygame] opengl from python - drawing wireframe shape colours and contour in the same time
#Draw the object here #Disable texturing, lighting, etc. here glColor3f(0,0,0) glLineWidth(4) #or whatever glPolygonMode(GL_FRONT_AND_BACK,GL_LINE) #Draw the object here glPolygonMode(GL_FRONT_AND_BACK,GL_FILL) glLineWidth(1) #also or whatever glColor3f(1,1,1) #Enable texturing, lighting, etc. here
[pygame] opengl from python - drawing wireframe shape colours and contour in the same time
hi! do someone know how can we draw opengl shapes with plain colour fill and outline, with different colours, at same time? a good example is what were used on the Area 4 of Rez: http://www.youtube.com/watch?v=aAncDNDsv7s , and some games from Kenta Cho (which also uses OpenGL) (sorry posting this message at pygame mailing list as well, maybe there are good audience can answer, and thanks in advance too) thanks!
Re: [pygame] write gif animation?
I used to make movies from my PyGame applications by using pygame.image.save(...)--or sometimes the OpenGL equivalent--to save to a file. I then imported these into Animation Shop Pro (an old version ~1999) and saved as a .gif or .avi. I definitely think a .gif animation file creator would be an excellent addition to PyGame...
Re: [pygame] write gif animation?
would be a good idea capturing each frame into a file, and joining all externally with gifsicle from a command line shell call? i used to do it a lot on sdlBasic, and surelly it will work on pygame... On 7/27/09, Jake b wrote: > What's the best way to convert to a gif animation? I have a list of > Surfaces, that I will use as each frame. > Searching, it looked like PIL is the answer, but the installer requires > python 2.2, while I have 2.5. > > -- > Jake >
Re: [pygame] write gif animation?
Hi Jake, Either install PIL for Python2.5, if possible, or use an other external software. I use imageMagick a lot. The command-line executable is called "convert". See the online doc for how to use it. I personnally use Twisted for handled subprocesses... but you could use subprocess or os.system. a 2009/7/27 Jake b : > What's the best way to convert to a gif animation? I have a list of > Surfaces, that I will use as each frame. > Searching, it looked like PIL is the answer, but the installer requires > python 2.2, while I have 2.5. > -- > Jake > -- Alexandre Quessy http://alexandre.quessy.net/
[pygame] write gif animation?
What's the best way to convert to a gif animation? I have a list of Surfaces, that I will use as each frame. Searching, it looked like PIL is the answer, but the installer requires python 2.2, while I have 2.5. -- Jake