Hey,
I have just released v0.6.0 of the planes module.
planes is a hierarchical surface framework for PyGame, extending it
with a hierarchy of mouse-sensitive, draggable Surfaces that can be
used as sprites, windows, icons or other interactive elements.
In addition, the planes.gui module provid
Hi,
13 Oct 2012 17:29:46 -0400
brian :
>
> Can anyone recommend a faster method for playing sine waves? Perhaps
> there is a better Audiolab method or different module?
Check out pyo:
https://code.google.com/p/pyo/
I've used it in DSP, it's pretty awesome, and really fast.
Cheers,
Flo
Hi Jake,
Jake b :
>
> I'm Looking for a vector rendering example, to render .SVG images.
> [...] I'm looking for what code / library to use, ( to prep for
> Pyweek. )
Might not be quite what you are looking for, but I found a look at the
"Things" source tremendously helpful:
https://savannah.n
Hi,
Rastagong :
>
> I have been struggling for a while with cx_Freeze to have my Windows
> executables handle PNG images, and more generally non-BMP images.
> [...]
> Does it work for you too?
I have been using Python 3.1, Pygame 1.9.1 and cx_Freeze 4.2.2 on
Win2k for a while now, and I have neve
Hi!
René Dudfield :
>
> Maybe the RGBA_PREMULT of pygame.image.tostring could be used...
It works. Thanks, man! A visual example of the problem and your solution
is at http://pastebin.com/0JJQVYe8 .
Just curious, how bad is the performance penalty for this double
conversion step?
Would it be be
Greg Ewing :
>
> What you need is an image with premultiplied alpha.
> An operation for doing that might be a useful addition.
+1
Is there a feature request tracker for Pygame somewhere?
Regards,
Florian
Hi René!
René Dudfield :
>
> #define BLEND_RGBA_ADD(tmp, sR, sG, sB, sA, dR, dG, dB, dA) \
> tmp = dR + sR; dR = (tmp <= 255 ? tmp : 255); \
> tmp = dG + sG; dG = (tmp <= 255 ? tmp : 255); \
> tmp = dB + sB; dB = (tmp <= 255 ? tmp : 255); \
> tmp = dA + sA; dA =
Hi!
Ian Mallett :
>
> Simply call .convert_alpha() on each surface after you make your
> window. This clears up most problems.
I am doing that already. In fact I blit the sprite, so I can see that
alpha works; then I create a Surface.copy(), manipulate that and blit
it over the sprite using BLEN
Hi,
I am toying around with the above blitting flags. I am blitting a RGBA
sprite surrounded by transparent (i.e. alpha) pixels on a solid RGBA
surface (at least I suppose it is so, both are created from RGBA PNG
images).
In my test setup, there is no difference between BLEND_ADD and
BLEND_RGBA_A
Hi!
On http://pygame.org/download.shtml, under "Macintosh", there is a link
to "homebrew install instructions" pointing to
https://bitbucket.org/pygame/pygame/issue/82/homebrew-on-leopard-fails-to-install#comment-627494
This should now point to the updated instructions at
https://bitbucket.org/
Hi René,
René Dudfield :
>
> If you could get the gdb stack trace, that might be helpful too.
Hope that is it:
Python 2.6:
...
(gdb) where
#0 0xe424 in __kernel_vsyscall ()
#1 0xb74cfdf0 in raise () from /lib/libc.so.6
#2 0xb74d1628 in abort () from /lib/libc.so.6
#3 0xb750c355 in ?? ()
Hi,
René Dudfield :
>
> https://bitbucket.org/pygame/pygame/issue/36/example-fontypy-crashes-with-double-free
>
> python -m pygame.examples.fonty
>
> If any gentoo person is able to test this, it would be much
> appreciated!
Confirmed.
$ python2 fonty.py
*** glibc detected *** python2: double
Hi René,
> If any gentoo person is able to test this, it would be much
> appreciated!
Gentoo user here. I'll check it out.
Regards,
Florian
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