I backported pygame2.sdlgfx.primitives back into Pygame just as a quick
and dirty way to try out SDL_gfx. I made it optional, like movieext, so
we could decide if we should keep it as is. Though at first glance
gfxdraw appears to differ from the draw module, having no line width
argument for
I think if you look at a real SVG aaline...
http://upload.wikimedia.org/wikipedia/commons/thumb/8/8f/Simple_polygon.svg/588px-Simple_polygon.svg.png
...then look at the pygame one...
http://rene.f0o.com/~rene/stuff/aapolygon.pnghttp://rene.f0o.com/%7Erene/stuff/aapolygon.png
...the latter
The pygame line looks like there's something wrong with it. There are
very few faded pixels at all. It's essentially not anti-aliased.
-Zack
On Mar 29, 2009, at 11:12 AM, pymike wrote:
I think if you look at a real SVG aaline...
hi,
it looks like there's one step in the pygame one which misses the aa
part. If you zoom in on the image, you can see it fairly well.
The svg one has way more transparent pixels - and looks a bit fuzzy,
even jaggy in some parts(bottom lines going high left, to low right).
You can see the
Yeah the svg one is a bit fuzzy, but the pygame one is just really messy
looking. The function you pointed to - isn't that for normal 1px width
aalines? Is it not possible to extend it to aapolygons?
--
- pymike
Hi,
very cool module :)
I uploaded some png's for people to see:
http://rene.f0o.com/~rene/stuff/aapolygon.png
http://rene.f0o.com/~rene/stuff/aacircle.png
However, with ubuntu SDL_gfx I get this error:
import pygame.gfxdraw
Traceback (most recent call last):
File stdin, line 1, in module
hi again,
Or for the draw stuff...
We could just include these two files:
src/SDL_gfx/SDL_gfxPrimitives.c
src/SDL_gfx/SDL_gfxPrimitives.h
Then use this in Setup
GFX = src/SDL_gfx/SDL_gfxPrimitives.c
gfxdraw src/gfxdraw.c $(SDL) $(GFX) $(DEBUG)
I added those two files in that directory
Lenard Lindstrom wrote:
Yes, but we still need an aaline algorithm with line width.
Find an aa polygon algorithm and then use it to
draw line-shaped polygons.
--
Greg
good idea.
there's an aa-polygon in sdl gfx
On Wed, Mar 25, 2009 at 5:38 PM, Greg Ewing greg.ew...@canterbury.ac.nz wrote:
Lenard Lindstrom wrote:
Yes, but we still need an aaline algorithm with line width.
Find an aa polygon algorithm and then use it to
draw line-shaped polygons.
--
The aa polygon is not filled, and the filled polygon does no aa.
Lenard
René Dudfield wrote:
good idea.
there's an aa-polygon in sdl gfx
On Wed, Mar 25, 2009 at 5:38 PM, Greg Ewing greg.ew...@canterbury.ac.nz wrote:
Lenard Lindstrom wrote:
Yes, but we still need an aaline
You could do a filled polygon and then an aa one around it...
But I think then you'd be getting a lot slower...
On Wed, Mar 25, 2009 at 1:44 PM, Lenard Lindstrom le...@telus.net wrote:
The aa polygon is not filled, and the filled polygon does no aa.
Lenard
René Dudfield wrote:
good idea.
On Wed, Mar 25, 2009 at 11:47 AM, RB[0] roeb...@gmail.com wrote:
You could do a filled polygon and then an aa one around it...
My suggestion exactly. Too bad this doesn't work with circles...
But I think then you'd be getting a lot slower...
The results actually look good though, if one first draws the outline,
then the filled version. Circles not quit so good, but better than with
no anti-aliasing.
Lenard
RB[0] wrote:
You could do a filled polygon and then an aa one around it...
But I think then you'd be getting a lot slower...
I've drawn aalines over polygons before, and it doesn't always look right.
http://pymike.pynguins.com/downloads/Screenshot-GeoStrike.png
Look closely at the edges :)
On Wed, Mar 25, 2009 at 2:09 PM, Lenard Lindstrom le...@telus.net wrote:
The results actually look good though, if one first
That was what I saw when I first drew the filled polygon first.
Reversing the operation cleaned it up some, removing the holes. The
circle still has holes, but not so noticeable. But then this is just
from two quick test programs with large shapes.
Lenard
pymike wrote:
I've drawn aalines
You might want to try drawing in orthagonally, and then rotating it as a
single surface.
Ian Mallett wrote:
On Wed, Mar 25, 2009 at 11:47 AM, RB[0] roeb...@gmail.com
mailto:roeb...@gmail.com wrote:
You could do a filled polygon and then an aa one around it...
My suggestion exactly. Too bad this doesn't work with circles...
But I think then you'd be getting a lot
Meh, doesn't look like aa to me, just a nice blur. Takes a while to load too
:S Pre-rendered aa stuff is more or less useless.
On Wed, Mar 25, 2009 at 4:02 PM, Lenard Lindstrom le...@telus.net wrote:
Ian Mallett wrote:
On Wed, Mar 25, 2009 at 11:47 AM, RB[0] roeb...@gmail.com mailto:
Try the default Feather to 1.0, the default. But you are probably right.
Lenard
pymike wrote:
Meh, doesn't look like aa to me, just a nice blur. Takes a while to
load too :S Pre-rendered aa stuff is more or less useless.
On Wed, Mar 25, 2009 at 4:02 PM, Lenard Lindstrom le...@telus.net
We could shamelessly rip off their code. :-). Actually AGG is intended
for high-quality rendering. Though the developers claim it is still
fast, it may still not be fast enough for game usage.
Lenard
René Dudfield wrote:
c++
On Wed, Mar 25, 2009 at 10:27 PM, niki n...@vintech.bg wrote:
You can see for yourself:
http://www3.telus.net/len_l/pygame/gfx_antialiasing.tar.gz
Because of a bug aapolygon_gfx.py will not work with the gfx enabled
Windows binaries I have provide. The latest Pygame out of SVN is needed.
But you can still look at the images I took from a screen shot.
Hmm. Still doesn't looks pretty rough. For aapolygons, can't you just take
SDL_gfx's method for antialiasing lines and apply it to the edges of the
polygon, and do the same thing for normal lines with widths? Or will the
algorithm only work with 1px wide lines?
I'll do some googling on aa
-Original Message-
From: owner-pygame-us...@seul.org [mailto:owner-pygame-us...@seul.org] On
Behalf Of Lenard Lindstrom
Sent: Monday, March 23, 2009 6:07 PM
To: pygame-users@seul.org
Subject: Re: [pygame] multi-width aalines and aacircles
None of the SDL_gfx functions has a line
On Tue, Mar 24, 2009 at 08:56:16AM -0600, John Krukoff wrote:
-Original Message-
From: owner-pygame-us...@seul.org [mailto:owner-pygame-us...@seul.org] On
Behalf Of Lenard Lindstrom
Sent: Monday, March 23, 2009 6:07 PM
To: pygame-users@seul.org
Subject: Re: [pygame] multi-width
, 2009 at 08:56:16AM -0600, John Krukoff wrote:
-Original Message-
From: owner-pygame-us...@seul.org [mailto:owner-pygame-us...@seul.org]
On
Behalf Of Lenard Lindstrom
Sent: Monday, March 23, 2009 6:07 PM
To: pygame-users@seul.org
Subject: Re: [pygame] multi-width aalines
: [pygame] multi-width aalines and aacircles
None of the SDL_gfx functions has a line width argument that I could see.
Sure, but at least SDL_gfx gives you the tools you need to get there for AA
lines. A filled polygon, redraw the edges with an AA line, use some AA
circles to draw caps
AA Bezier curves would be easy if they were just added in PADLib, which uses
lines() and aalines() to render bezier curves.
http://www.pygame.org/project/660/
And donuts look awful in pygame right now anyway :-P So really all that
needs to be added is aaline width and aapolygons
--
- pymike
pymike wrote:
AA Bezier curves would be easy if they were just added in PADLib,
which uses lines() and aalines() to render bezier curves.
http://www.pygame.org/project/660/
And donuts look awful in pygame right now anyway :-P So really all
that needs to be added is aaline width and
On Tue, Mar 24, 2009 at 11:25 AM, pymike pymik...@gmail.com wrote:
AA Bezier curves would be easy if they were just added in PADLib, which
uses lines() and aalines() to render bezier curves.
That project is pretty old now, but if people need it, I could update it
some.
It *does *have AA
pymike wrote:
I am currently backporting Pygame Reloaded's SDL_gfx module into
Pygame 1.9
Awesome, but it looks like pygame already has most of what's in the
sdl_gfx library (rotozoom, aaline, etc.) :S And if SDL_gfx doesn't
have line widths, how did pygame achieve it? Would it be possible to
hi,
The best way to help would be to write some unittests for it. and
possibly extend, or write an example program.
How to compile pygame:
http://www.pygame.org/wiki/Compilation
tests/
examples/
That will make it way easier for someone to code it - and only
requires some python coding.
Or
Ian Mallett wrote:
You could always just draw aalines in a circle...
Yes, but we still need an aaline algorithm with line width.
--
Lenard Lindstrom
le...@telus.net
PyGame desperately needs multi-width aalines and aacircles. Are there any
plans to implement these during GSoC or the next PyGame release?
It'd really open up possibilities for pretty apps, vector art, and even SVG
libraries.
--
- pymike
Python eggs me on.
Erm, sorry, meant having a width for aalines, I know aalines are already
there LOL
On Mon, Mar 23, 2009 at 11:36 AM, RB[0] roeb...@gmail.com wrote:
I agree - I have wanted the aalines for a while now (for my lib)...
Just wondering why this hasn't already been done, I saw some discussion on
it
I agree - I have wanted the aalines for a while now (for my lib)...
Just wondering why this hasn't already been done, I saw some discussion on
it a while back (like last year or further) about it being supported in SDL
already and pygame just didn't make use of the API or something...
Is that even
I'd be very happy to see those too, specially because I've been doing
lots of drawing with primitives on SSoF. =D
-Thiago
On Mon, Mar 23, 2009 at 6:32 PM, pymike pymik...@gmail.com wrote:
PyGame desperately needs multi-width aalines and aacircles. Are there any
plans to implement these during
One idea was to bind SDL_gfx ... there's a patch for a binding a few
months back on this list.
On Mon, Mar 23, 2009 at 12:41 PM, Thiago Chaves shundr...@gmail.com wrote:
I'd be very happy to see those too, specially because I've been doing
lots of drawing with primitives on SSoF. =D
-Thiago
None of the SDL_gfx functions has a line width argument that I could see.
Lenard
Forrest Voight wrote:
One idea was to bind SDL_gfx ... there's a patch for a binding a few
months back on this list.
On Mon, Mar 23, 2009 at 12:41 PM, Thiago Chaves shundr...@gmail.com wrote:
I'd be very
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