On Fri, Mar 14, 2008 at 11:06 AM, Ian Mallett <[EMAIL PROTECTED]> wrote:
> On Thu, Mar 13, 2008 at 4:12 PM, René Dudfield <[EMAIL PROTECTED]> wrote:
>
> > It also by default uses a polygon as a floor, and a teapot from GLUT.
> > There's a constant at the top of demoShadows.py which changes this.
>
On Thu, Mar 13, 2008 at 4:12 PM, René Dudfield <[EMAIL PROTECTED]> wrote:
> It also by default uses a polygon as a floor, and a teapot from GLUT.
> There's a constant at the top of demoShadows.py which changes this.
> However the objects you draw are a very simple part of this demo, they
> could b
Hello,
I found some things to improve the quality of the shadow mapping, and
written in more comments.
http://rene.f0o.com/~rene/stuff/shadows_rd.zip
It also by default uses a polygon as a floor, and a teapot from GLUT.
There's a constant at the top of demoShadows.py which changes this.
However
Recently I made a game system using Pygame. It is not a game in
itself; rather it creates games based on images that it is shown. You
draw a picture of the game you want to play, and in reply it will give
you the game you really drew.
The software was originally written for an exhibit at Te Tu
douglas bagnall wrote:
y = list(x)
y = x[:]
y = [z for z in x]
I think of these, y = list(x) is probably the "right" way.
Actually, x[:] has always been standard, and is faster, at least for
short lists:
[EMAIL PROTECTED]:~$ python -m timeit -s 'x=range(7)' 'x[:]'
100 loo
> y = list(x)
> y = x[:]
> y = [z for z in x]
>
> I think of these, y = list(x) is probably the "right" way.
Actually, x[:] has always been standard, and is faster, at least for
short lists:
[EMAIL PROTECTED]:~$ python -m timeit -s 'x=range(7)' 'x[:]'
100 loops, best of 3: 0.332 usec per lo
Michael George wrote:
Heh, so much for "there's only one way to do it in python". We have:
y = [x[1], x[2], ..., x[n]]
y = list(x)
y = x[:]
y = deepcopy(x) # slightly different
import copy
y = copy.copy(x)
does the same thing as the others (shallow copy)
and I would have said
y = [z for z
Greg Ewing wrote:
Maybe someone could take a few of the algorithms and
manually template-expand them for the cases that will
be used by PyGame?
FWIW, I think PyGame could do with some better vector
drawing routines as well. Some of the algorithms used
by pygame.draw are rather rough-and-ready.
Heh, so much for "there's only one way to do it in python". We have:
y = [x[1], x[2], ..., x[n]]
y = list(x)
y = x[:]
y = deepcopy(x) # slightly different
and I would have said
y = [z for z in x]
I think of these, y = list(x) is probably the "right" way.
--Mike
Kevin wrote:
I remember havin