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Re: [pygame] Old pygame tutorial not working



On Mon, Aug 4, 2008 at 11:00 AM, DR0ID <dr0id@xxxxxxxxxx> wrote:
>
>
> Knapp schrieb:
>>
>> On Mon, Aug 4, 2008 at 10:15 AM, Jake b <ninmonkeys@xxxxxxxxx> wrote:
>>
>>>
>>> On Sun, Aug 3, 2008 at 2:46 AM, Ian Mallett <geometrian@xxxxxxxxx> wrote:
>>>
>>>>
>>>> If colors had only a red component, suppose, there would be 256 shades
>>>> of
>>>> red.  Because this is the case with grey heightmaps (only 256 shades of
>>>> grey), there can only be 256 heights encoded.  The obvious solution is
>>>> to
>>>> use all four values of color to encode more data, but this is
>>>> computationally unfeasible.
>>>>
>>>
>>> I'm curious why? ( My thought is that doing a get on r,g,b,a would be
>>> fast relative the blur operation? )
>>>
>>> Does this fix it?
>>>
>>> soften[1:][0:] += Data[0:-1][0:]*8
>>>
>>> I think if you want to slice pixel arrays then PixelArray() works
>>> better: http://www.pygame.org/docs/ref/pixelarray.html
>>>
>>> --
>>> Jake
>>>
>>
>> Why not just use an array of floats?
>>
>>
>>
>
> Why not use the height as interpolation points and interpolate between them?
> (using a spline or bezier or any other interpolation method)
>
>
> ~DR0ID
>
That would be cool but would it be fast enough for real time use?


-- 
Douglas E Knapp

http://sf-journey-creations.wikispot.org/Front_Page