Mac Ryan wrote:
Those inaccuracies would essentially be
the fruit of scaling down a very large physical model to screen
resolution, so I truly wouldn't care if I would expected my
sprite to be 1px to the left or what it appears, as far as the
model performs accurately.
Possibly you wouldn't ca
On Sun, 02 Oct 2011 13:53:02 +1300
Greg Ewing wrote:
> Now, suppose our arithmetic is a little inaccurate, and we
> actually get x = 0.499. The boundaries then come out as -0.001
> and 0.999. If we round these, we get 0.0 and 1.0 as before.
> But if we floor, we get -1.0 and -0.0, and the pixel g
I did a little google-fu and found an old entry which describes my
problem, but nobody answered:
http://www.mail-archive.com/pygame-users@seul.org/msg09485.html
What I'm trying to do is basically the following:
#taken from the Mouse class
self.posx, self.posy = mouse.get_pos()
self.
On Sun, 02 Oct 2011 14:12:21 +1300
Greg Ewing wrote:
> > If you're going to say that lines are 1-dimensional and thus
> > infinitely smaller than pixels, and thus we're obliged to draw a
> > thin rectangle whenever we want a line, then (a) I probably would
> > not use the tool if it doesn't even
Christopher Night wrote:
Not that it's the most important thing in the world, but I think that
OpenGL agrees with me. Here's a program that creates a scaled surface
extending from (0,0) to (1000, 1000), with a canvas size of 100x100
pixels (so the scale factor is 0.1). It then draws the follow
Hi,
In my GUI toolkit, I have config files that the program can parse
and turn into a complete menu screen. Now, if I have a button in
my menu, and I want that button to run a function when it is
clicked, then I need some way of naming a function from the
config file.
At the moment I am just pars