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Re: [pygame] Start of an OpenGL accelerated Pygame



I looked at the drawing primitives portion of pygame reloaded, and I knew that was not the way I wanted to go. It was still software driven. For things like line widths, it supported only horizontal and vertical lines. Plus it wasn't a drop-in replacement.

The things I put together for ellipses and lines only work with OpenGL though. SDL doesn't have primitives for line thickness or ellipses, so if a program uses software or directx for graphics you are out of luck.

Reinventing the wheel is never a good idea, I'm hoping some of the other pygame packages can port more directly.

Paul Vincent Craven


On Tue, Feb 26, 2013 at 4:07 AM, René Dudfield <renesd@xxxxxxxxx> wrote:
Hi,

nice work!  I've always thought a wrapper over the top of pgreloaded (pygame2) would be a way to go.  I think your work proves a somewhat compatible API is possible.  The layered API style design is quite nice I think.  Layering the pygame API over the top of the more 1-1 SDL 2 API which is pgreloaded.  Marcus has done a crapton of good work with pgreloaded, especially with unit tests, portability, examples and such.  As well, it uses ctypes, making it more pypy compatible.  For these reasons, I think it would be worthwhile considering to build a drop in replacement on top of that, rather than by building a layer like this on top of cpp.  I'm not trying to diss your work, just giving an opinion of one way to do it :)

cheers,



On Fri, Feb 22, 2013 at 10:40 PM, Paul Vincent Craven <paul@xxxxxxxxxxxxxxxx> wrote:
Hi, this is a very early start of a Pygame that runs on SDL 2.0 with full OpenGL hardware acceleration:


Paul Vincent Craven