Ah no, sorry. I didn't see the font/width part.
d
2008/9/16 Douglas Bagnall <[EMAIL PROTECTED]>:
>> The cookbook has this entry, but it doesn't work with new lines.
>> http://www.pygame.org/wiki/TextWrapping
>>
>> Anyone have any code like this that supports new lines?
>
> Batteries are included:
> The cookbook has this entry, but it doesn't work with new lines.
> http://www.pygame.org/wiki/TextWrapping
>
> Anyone have any code like this that supports new lines?
Batteries are included:
http://docs.python.org/lib/module-textwrap.html
does that help?
Douglas
hello,
The cookbook has this entry, but it doesn't work with new lines.
http://www.pygame.org/wiki/TextWrapping
Anyone have any code like this that supports new lines?
cheers,
On Mon, Sep 15, 2008 at 6:16 PM, René Dudfield <[EMAIL PROTECTED]> wrote:
> This is because the shadow mapping in that code is happening in the
> frame buffer. If you move it to an off-screen buffer(FBO, or
> pbuffer), then you can increase the resolution. Of course FBOs, and
> pbuffers aren't a
oh, I guess you haven't uploaded your changes yet? Looking forward to
comparing the difference :)
cu,
On Tue, Sep 16, 2008 at 11:15 AM, Ian Mallett <[EMAIL PROTECTED]> wrote:
> Just a word on shadow quality (previously bad). I added some nice texture
> antialiasing, and added to the tutorial to
Ah, nice one :)
Yeah, if you're careful about light placement, then shadow mapping can
look a lot nicer. Since you can avoid the cases where it doesn't look
so good.
cu,
On Tue, Sep 16, 2008 at 11:15 AM, Ian Mallett <[EMAIL PROTECTED]> wrote:
> Just a word on shadow quality (previously bad). I
On Mon, Sep 15, 2008 at 10:58 AM, Ian Mallett <[EMAIL PROTECTED]> wrote:
>> Have you done rendering to texture for increased shadow map
>> resolution? That would really give it a nice quality boost.
>
> That's what shadow mapping does. Unfortunately, there is a strange
> limitation which causes a
Just a word on shadow quality (previously bad). I added some nice texture
antialiasing, and added to the tutorial to show how to set the light angle
to effectively use the range.
Ian
Hi All,
Just a reminder that this months PyGameSF meet up is on Tuesday
September 16th from 7pm at the Metreon food court in San Francisco. This
month's presentations are:
- Amar Chaudhary "Python, OpenSound Control and Open Sound World."
About: This talk will demonstrate Open Sound World
Some comments:
You should realize that a Sprite is the combination of a Rect + a
Surface. So you don't need to keep a .posicao attribute. The
position of the sprite is just the topleft corner of its .rect.
class Arrow(pygame.sprite.Sprite):
def __init__(self,a=0,b=0):
pygame.spr
Hi Hugo.
Yeah, what u said it was right mutch easier doing self.rect.topleft
being self.rect= image.get_rect()
ok. so i`ve done that.
Thanks on that one, lol i was planing something way to complicated.
So it is solved thanks i realized i must call the group.clean to work
right?
so now i hav
using self.rect = image.get_rect() gets you a rect with the correct size.
you can use self.rect.topleft = (100, 200) to set the position, that will
save you some lines.
saw this second e-mail only after replying to the first one. sorry.
On Mon, Sep 15, 2008 at 9:16 AM, KKarasu <[EMAIL PROTECTED]>
What you're doing seems alright. how exactly doesn't it work? What is the
produced effect and how does it deviate from the desired effect?
I think it will be helpful to us to see a more detailed code listing.
On Sun, Sep 14, 2008 at 7:34 PM, KKarasu <[EMAIL PROTECTED]> wrote:
> Hi there!
>
> Aft
Thanks Andy.
I think i understood.the get rect always returned at (0,0) and that was
a problem.
so basicaly my code did was: create surface at 0,0 and move it to
posicao=[x,y] (yes posicao is position i used my own language variables
and forgot to translate, sorry)
then draw it with group.dra
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